29e07dfa4e
This allows distro unbundling again for distros that ship Bullet 2.89+.
851 lines
No EOL
23 KiB
C++
851 lines
No EOL
23 KiB
C++
/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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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.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "btHeightfieldTerrainShape.h"
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#include "LinearMath/btTransformUtil.h"
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btHeightfieldTerrainShape::btHeightfieldTerrainShape(
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int heightStickWidth, int heightStickLength, const void* heightfieldData,
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btScalar heightScale, btScalar minHeight, btScalar maxHeight, int upAxis,
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PHY_ScalarType hdt, bool flipQuadEdges)
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:m_userIndex2(-1),
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m_userValue3(0),
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m_triangleInfoMap(0)
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{
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initialize(heightStickWidth, heightStickLength, heightfieldData,
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heightScale, minHeight, maxHeight, upAxis, hdt,
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flipQuadEdges);
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}
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btHeightfieldTerrainShape::btHeightfieldTerrainShape(int heightStickWidth, int heightStickLength, const void* heightfieldData, btScalar maxHeight, int upAxis, bool useFloatData, bool flipQuadEdges)
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:m_userIndex2(-1),
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m_userValue3(0),
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m_triangleInfoMap(0)
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{
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// legacy constructor: support only float or unsigned char,
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// and min height is zero
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PHY_ScalarType hdt = (useFloatData) ? PHY_FLOAT : PHY_UCHAR;
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btScalar minHeight = 0.0f;
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// previously, height = uchar * maxHeight / 65535.
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// So to preserve legacy behavior, heightScale = maxHeight / 65535
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btScalar heightScale = maxHeight / 65535;
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initialize(heightStickWidth, heightStickLength, heightfieldData,
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heightScale, minHeight, maxHeight, upAxis, hdt,
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flipQuadEdges);
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}
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void btHeightfieldTerrainShape::initialize(
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int heightStickWidth, int heightStickLength, const void* heightfieldData,
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btScalar heightScale, btScalar minHeight, btScalar maxHeight, int upAxis,
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PHY_ScalarType hdt, bool flipQuadEdges)
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{
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// validation
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btAssert(heightStickWidth > 1); // && "bad width");
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btAssert(heightStickLength > 1); // && "bad length");
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btAssert(heightfieldData); // && "null heightfield data");
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// btAssert(heightScale) -- do we care? Trust caller here
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btAssert(minHeight <= maxHeight); // && "bad min/max height");
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btAssert(upAxis >= 0 && upAxis < 3); // && "bad upAxis--should be in range [0,2]");
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btAssert(hdt != PHY_UCHAR || hdt != PHY_FLOAT || hdt != PHY_SHORT); // && "Bad height data type enum");
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// initialize member variables
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m_shapeType = TERRAIN_SHAPE_PROXYTYPE;
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m_heightStickWidth = heightStickWidth;
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m_heightStickLength = heightStickLength;
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m_minHeight = minHeight;
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m_maxHeight = maxHeight;
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m_width = (btScalar)(heightStickWidth - 1);
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m_length = (btScalar)(heightStickLength - 1);
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m_heightScale = heightScale;
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m_heightfieldDataUnknown = heightfieldData;
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m_heightDataType = hdt;
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m_flipQuadEdges = flipQuadEdges;
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m_useDiamondSubdivision = false;
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m_useZigzagSubdivision = false;
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m_flipTriangleWinding = false;
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m_upAxis = upAxis;
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m_localScaling.setValue(btScalar(1.), btScalar(1.), btScalar(1.));
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m_vboundsChunkSize = 0;
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m_vboundsGridWidth = 0;
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m_vboundsGridLength = 0;
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// determine min/max axis-aligned bounding box (aabb) values
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switch (m_upAxis)
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{
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case 0:
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{
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m_localAabbMin.setValue(m_minHeight, 0, 0);
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m_localAabbMax.setValue(m_maxHeight, m_width, m_length);
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break;
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}
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case 1:
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{
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m_localAabbMin.setValue(0, m_minHeight, 0);
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m_localAabbMax.setValue(m_width, m_maxHeight, m_length);
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break;
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};
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case 2:
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{
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m_localAabbMin.setValue(0, 0, m_minHeight);
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m_localAabbMax.setValue(m_width, m_length, m_maxHeight);
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break;
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}
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default:
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{
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//need to get valid m_upAxis
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btAssert(0); // && "Bad m_upAxis");
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}
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}
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// remember origin (defined as exact middle of aabb)
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m_localOrigin = btScalar(0.5) * (m_localAabbMin + m_localAabbMax);
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}
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btHeightfieldTerrainShape::~btHeightfieldTerrainShape()
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{
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clearAccelerator();
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}
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void btHeightfieldTerrainShape::getAabb(const btTransform& t, btVector3& aabbMin, btVector3& aabbMax) const
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{
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btVector3 halfExtents = (m_localAabbMax - m_localAabbMin) * m_localScaling * btScalar(0.5);
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btVector3 localOrigin(0, 0, 0);
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localOrigin[m_upAxis] = (m_minHeight + m_maxHeight) * btScalar(0.5);
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localOrigin *= m_localScaling;
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btMatrix3x3 abs_b = t.getBasis().absolute();
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btVector3 center = t.getOrigin();
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btVector3 extent = halfExtents.dot3(abs_b[0], abs_b[1], abs_b[2]);
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extent += btVector3(getMargin(), getMargin(), getMargin());
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aabbMin = center - extent;
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aabbMax = center + extent;
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}
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/// This returns the "raw" (user's initial) height, not the actual height.
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/// The actual height needs to be adjusted to be relative to the center
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/// of the heightfield's AABB.
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btScalar
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btHeightfieldTerrainShape::getRawHeightFieldValue(int x, int y) const
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{
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btScalar val = 0.f;
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switch (m_heightDataType)
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{
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case PHY_FLOAT:
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{
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val = m_heightfieldDataFloat[(y * m_heightStickWidth) + x];
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break;
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}
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case PHY_UCHAR:
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{
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unsigned char heightFieldValue = m_heightfieldDataUnsignedChar[(y * m_heightStickWidth) + x];
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val = heightFieldValue * m_heightScale;
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break;
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}
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case PHY_SHORT:
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{
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short hfValue = m_heightfieldDataShort[(y * m_heightStickWidth) + x];
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val = hfValue * m_heightScale;
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break;
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}
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default:
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{
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btAssert(!"Bad m_heightDataType");
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}
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}
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return val;
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}
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/// this returns the vertex in bullet-local coordinates
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void btHeightfieldTerrainShape::getVertex(int x, int y, btVector3& vertex) const
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{
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btAssert(x >= 0);
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btAssert(y >= 0);
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btAssert(x < m_heightStickWidth);
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btAssert(y < m_heightStickLength);
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btScalar height = getRawHeightFieldValue(x, y);
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switch (m_upAxis)
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{
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case 0:
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{
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vertex.setValue(
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height - m_localOrigin.getX(),
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(-m_width / btScalar(2.0)) + x,
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(-m_length / btScalar(2.0)) + y);
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break;
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}
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case 1:
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{
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vertex.setValue(
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(-m_width / btScalar(2.0)) + x,
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height - m_localOrigin.getY(),
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(-m_length / btScalar(2.0)) + y);
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break;
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};
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case 2:
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{
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vertex.setValue(
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(-m_width / btScalar(2.0)) + x,
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(-m_length / btScalar(2.0)) + y,
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height - m_localOrigin.getZ());
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break;
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}
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default:
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{
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//need to get valid m_upAxis
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btAssert(0);
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}
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}
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vertex *= m_localScaling;
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}
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static inline int
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getQuantized(
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btScalar x)
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{
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if (x < 0.0)
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{
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return (int)(x - 0.5);
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}
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return (int)(x + 0.5);
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}
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/// given input vector, return quantized version
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/**
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This routine is basically determining the gridpoint indices for a given
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input vector, answering the question: "which gridpoint is closest to the
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provided point?".
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"with clamp" means that we restrict the point to be in the heightfield's
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axis-aligned bounding box.
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*/
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void btHeightfieldTerrainShape::quantizeWithClamp(int* out, const btVector3& point, int /*isMax*/) const
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{
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btVector3 clampedPoint(point);
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clampedPoint.setMax(m_localAabbMin);
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clampedPoint.setMin(m_localAabbMax);
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out[0] = getQuantized(clampedPoint.getX());
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out[1] = getQuantized(clampedPoint.getY());
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out[2] = getQuantized(clampedPoint.getZ());
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}
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/// process all triangles within the provided axis-aligned bounding box
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/**
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basic algorithm:
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- convert input aabb to local coordinates (scale down and shift for local origin)
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- convert input aabb to a range of heightfield grid points (quantize)
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- iterate over all triangles in that subset of the grid
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*/
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void btHeightfieldTerrainShape::processAllTriangles(btTriangleCallback* callback, const btVector3& aabbMin, const btVector3& aabbMax) const
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{
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// scale down the input aabb's so they are in local (non-scaled) coordinates
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btVector3 localAabbMin = aabbMin * btVector3(1.f / m_localScaling[0], 1.f / m_localScaling[1], 1.f / m_localScaling[2]);
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btVector3 localAabbMax = aabbMax * btVector3(1.f / m_localScaling[0], 1.f / m_localScaling[1], 1.f / m_localScaling[2]);
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// account for local origin
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localAabbMin += m_localOrigin;
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localAabbMax += m_localOrigin;
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//quantize the aabbMin and aabbMax, and adjust the start/end ranges
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int quantizedAabbMin[3];
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int quantizedAabbMax[3];
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quantizeWithClamp(quantizedAabbMin, localAabbMin, 0);
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quantizeWithClamp(quantizedAabbMax, localAabbMax, 1);
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// expand the min/max quantized values
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// this is to catch the case where the input aabb falls between grid points!
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for (int i = 0; i < 3; ++i)
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{
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quantizedAabbMin[i]--;
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quantizedAabbMax[i]++;
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}
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int startX = 0;
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int endX = m_heightStickWidth - 1;
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int startJ = 0;
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int endJ = m_heightStickLength - 1;
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switch (m_upAxis)
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{
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case 0:
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{
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if (quantizedAabbMin[1] > startX)
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startX = quantizedAabbMin[1];
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if (quantizedAabbMax[1] < endX)
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endX = quantizedAabbMax[1];
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if (quantizedAabbMin[2] > startJ)
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startJ = quantizedAabbMin[2];
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if (quantizedAabbMax[2] < endJ)
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endJ = quantizedAabbMax[2];
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break;
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}
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case 1:
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{
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if (quantizedAabbMin[0] > startX)
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startX = quantizedAabbMin[0];
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if (quantizedAabbMax[0] < endX)
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endX = quantizedAabbMax[0];
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if (quantizedAabbMin[2] > startJ)
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startJ = quantizedAabbMin[2];
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if (quantizedAabbMax[2] < endJ)
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endJ = quantizedAabbMax[2];
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break;
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};
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case 2:
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{
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if (quantizedAabbMin[0] > startX)
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startX = quantizedAabbMin[0];
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if (quantizedAabbMax[0] < endX)
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endX = quantizedAabbMax[0];
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if (quantizedAabbMin[1] > startJ)
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startJ = quantizedAabbMin[1];
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if (quantizedAabbMax[1] < endJ)
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endJ = quantizedAabbMax[1];
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break;
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}
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default:
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{
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//need to get valid m_upAxis
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btAssert(0);
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}
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}
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// TODO If m_vboundsGrid is available, use it to determine if we really need to process this area
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for (int j = startJ; j < endJ; j++)
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{
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for (int x = startX; x < endX; x++)
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{
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btVector3 vertices[3];
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int indices[3] = { 0, 1, 2 };
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if (m_flipTriangleWinding)
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{
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indices[0] = 2;
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indices[2] = 0;
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}
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if (m_flipQuadEdges || (m_useDiamondSubdivision && !((j + x) & 1)) || (m_useZigzagSubdivision && !(j & 1)))
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{
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//first triangle
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getVertex(x, j, vertices[indices[0]]);
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getVertex(x, j + 1, vertices[indices[1]]);
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getVertex(x + 1, j + 1, vertices[indices[2]]);
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callback->processTriangle(vertices, 2 * x, j);
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//second triangle
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// getVertex(x,j,vertices[0]);//already got this vertex before, thanks to Danny Chapman
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getVertex(x + 1, j + 1, vertices[indices[1]]);
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getVertex(x + 1, j, vertices[indices[2]]);
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callback->processTriangle(vertices, 2 * x+1, j);
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}
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else
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{
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//first triangle
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getVertex(x, j, vertices[indices[0]]);
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getVertex(x, j + 1, vertices[indices[1]]);
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getVertex(x + 1, j, vertices[indices[2]]);
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callback->processTriangle(vertices, 2 * x, j);
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//second triangle
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getVertex(x + 1, j, vertices[indices[0]]);
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//getVertex(x,j+1,vertices[1]);
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getVertex(x + 1, j + 1, vertices[indices[2]]);
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callback->processTriangle(vertices, 2 * x+1, j);
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}
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}
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}
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}
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void btHeightfieldTerrainShape::calculateLocalInertia(btScalar, btVector3& inertia) const
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{
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//moving concave objects not supported
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inertia.setValue(btScalar(0.), btScalar(0.), btScalar(0.));
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}
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void btHeightfieldTerrainShape::setLocalScaling(const btVector3& scaling)
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{
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m_localScaling = scaling;
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}
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const btVector3& btHeightfieldTerrainShape::getLocalScaling() const
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{
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return m_localScaling;
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}
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namespace
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{
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struct GridRaycastState
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{
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int x; // Next quad coords
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int z;
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int prev_x; // Previous quad coords
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int prev_z;
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btScalar param; // Exit param for previous quad
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btScalar prevParam; // Enter param for previous quad
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btScalar maxDistanceFlat;
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btScalar maxDistance3d;
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};
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}
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// TODO Does it really need to take 3D vectors?
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/// Iterates through a virtual 2D grid of unit-sized square cells,
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/// and executes an action on each cell intersecting the given segment, ordered from begin to end.
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/// Initially inspired by http://www.cse.yorku.ca/~amana/research/grid.pdf
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template <typename Action_T>
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void gridRaycast(Action_T& quadAction, const btVector3& beginPos, const btVector3& endPos, int indices[3])
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{
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GridRaycastState rs;
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rs.maxDistance3d = beginPos.distance(endPos);
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if (rs.maxDistance3d < 0.0001)
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{
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// Consider the ray is too small to hit anything
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return;
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}
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btScalar rayDirectionFlatX = endPos[indices[0]] - beginPos[indices[0]];
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btScalar rayDirectionFlatZ = endPos[indices[2]] - beginPos[indices[2]];
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rs.maxDistanceFlat = btSqrt(rayDirectionFlatX * rayDirectionFlatX + rayDirectionFlatZ * rayDirectionFlatZ);
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if (rs.maxDistanceFlat < 0.0001)
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{
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// Consider the ray vertical
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rayDirectionFlatX = 0;
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rayDirectionFlatZ = 0;
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}
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else
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{
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rayDirectionFlatX /= rs.maxDistanceFlat;
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rayDirectionFlatZ /= rs.maxDistanceFlat;
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}
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const int xiStep = rayDirectionFlatX > 0 ? 1 : rayDirectionFlatX < 0 ? -1 : 0;
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const int ziStep = rayDirectionFlatZ > 0 ? 1 : rayDirectionFlatZ < 0 ? -1 : 0;
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const float infinite = 9999999;
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const btScalar paramDeltaX = xiStep != 0 ? 1.f / btFabs(rayDirectionFlatX) : infinite;
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const btScalar paramDeltaZ = ziStep != 0 ? 1.f / btFabs(rayDirectionFlatZ) : infinite;
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// pos = param * dir
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btScalar paramCrossX; // At which value of `param` we will cross a x-axis lane?
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btScalar paramCrossZ; // At which value of `param` we will cross a z-axis lane?
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// paramCrossX and paramCrossZ are initialized as being the first cross
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// X initialization
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if (xiStep != 0)
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{
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if (xiStep == 1)
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{
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paramCrossX = (ceil(beginPos[indices[0]]) - beginPos[indices[0]]) * paramDeltaX;
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}
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else
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{
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paramCrossX = (beginPos[indices[0]] - floor(beginPos[indices[0]])) * paramDeltaX;
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}
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}
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else
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{
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paramCrossX = infinite; // Will never cross on X
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}
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// Z initialization
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if (ziStep != 0)
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{
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if (ziStep == 1)
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{
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paramCrossZ = (ceil(beginPos[indices[2]]) - beginPos[indices[2]]) * paramDeltaZ;
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}
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else
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{
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paramCrossZ = (beginPos[indices[2]] - floor(beginPos[indices[2]])) * paramDeltaZ;
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}
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}
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else
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{
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paramCrossZ = infinite; // Will never cross on Z
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}
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rs.x = static_cast<int>(floor(beginPos[indices[0]]));
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rs.z = static_cast<int>(floor(beginPos[indices[2]]));
|
|
|
|
// Workaround cases where the ray starts at an integer position
|
|
if (paramCrossX == 0.0)
|
|
{
|
|
paramCrossX += paramDeltaX;
|
|
// If going backwards, we should ignore the position we would get by the above flooring,
|
|
// because the ray is not heading in that direction
|
|
if (xiStep == -1)
|
|
{
|
|
rs.x -= 1;
|
|
}
|
|
}
|
|
|
|
if (paramCrossZ == 0.0)
|
|
{
|
|
paramCrossZ += paramDeltaZ;
|
|
if (ziStep == -1)
|
|
rs.z -= 1;
|
|
}
|
|
|
|
rs.prev_x = rs.x;
|
|
rs.prev_z = rs.z;
|
|
rs.param = 0;
|
|
|
|
while (true)
|
|
{
|
|
rs.prev_x = rs.x;
|
|
rs.prev_z = rs.z;
|
|
rs.prevParam = rs.param;
|
|
|
|
if (paramCrossX < paramCrossZ)
|
|
{
|
|
// X lane
|
|
rs.x += xiStep;
|
|
// Assign before advancing the param,
|
|
// to be in sync with the initialization step
|
|
rs.param = paramCrossX;
|
|
paramCrossX += paramDeltaX;
|
|
}
|
|
else
|
|
{
|
|
// Z lane
|
|
rs.z += ziStep;
|
|
rs.param = paramCrossZ;
|
|
paramCrossZ += paramDeltaZ;
|
|
}
|
|
|
|
if (rs.param > rs.maxDistanceFlat)
|
|
{
|
|
rs.param = rs.maxDistanceFlat;
|
|
quadAction(rs);
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
quadAction(rs);
|
|
}
|
|
}
|
|
}
|
|
|
|
struct ProcessTrianglesAction
|
|
{
|
|
const btHeightfieldTerrainShape* shape;
|
|
bool flipQuadEdges;
|
|
bool useDiamondSubdivision;
|
|
int width;
|
|
int length;
|
|
btTriangleCallback* callback;
|
|
|
|
void exec(int x, int z) const
|
|
{
|
|
if (x < 0 || z < 0 || x >= width || z >= length)
|
|
{
|
|
return;
|
|
}
|
|
|
|
btVector3 vertices[3];
|
|
|
|
// TODO Since this is for raycasts, we could greatly benefit from an early exit on the first hit
|
|
|
|
// Check quad
|
|
if (flipQuadEdges || (useDiamondSubdivision && (((z + x) & 1) > 0)))
|
|
{
|
|
// First triangle
|
|
shape->getVertex(x, z, vertices[0]);
|
|
shape->getVertex(x + 1, z, vertices[1]);
|
|
shape->getVertex(x + 1, z + 1, vertices[2]);
|
|
callback->processTriangle(vertices, x, z);
|
|
|
|
// Second triangle
|
|
shape->getVertex(x, z, vertices[0]);
|
|
shape->getVertex(x + 1, z + 1, vertices[1]);
|
|
shape->getVertex(x, z + 1, vertices[2]);
|
|
callback->processTriangle(vertices, x, z);
|
|
}
|
|
else
|
|
{
|
|
// First triangle
|
|
shape->getVertex(x, z, vertices[0]);
|
|
shape->getVertex(x, z + 1, vertices[1]);
|
|
shape->getVertex(x + 1, z, vertices[2]);
|
|
callback->processTriangle(vertices, x, z);
|
|
|
|
// Second triangle
|
|
shape->getVertex(x + 1, z, vertices[0]);
|
|
shape->getVertex(x, z + 1, vertices[1]);
|
|
shape->getVertex(x + 1, z + 1, vertices[2]);
|
|
callback->processTriangle(vertices, x, z);
|
|
}
|
|
}
|
|
|
|
void operator()(const GridRaycastState& bs) const
|
|
{
|
|
exec(bs.prev_x, bs.prev_z);
|
|
}
|
|
};
|
|
|
|
struct ProcessVBoundsAction
|
|
{
|
|
const btAlignedObjectArray<btHeightfieldTerrainShape::Range>& vbounds;
|
|
int width;
|
|
int length;
|
|
int chunkSize;
|
|
|
|
btVector3 rayBegin;
|
|
btVector3 rayEnd;
|
|
btVector3 rayDir;
|
|
|
|
int* m_indices;
|
|
ProcessTrianglesAction processTriangles;
|
|
|
|
ProcessVBoundsAction(const btAlignedObjectArray<btHeightfieldTerrainShape::Range>& bnd, int* indices)
|
|
: vbounds(bnd),
|
|
m_indices(indices)
|
|
{
|
|
}
|
|
void operator()(const GridRaycastState& rs) const
|
|
{
|
|
int x = rs.prev_x;
|
|
int z = rs.prev_z;
|
|
|
|
if (x < 0 || z < 0 || x >= width || z >= length)
|
|
{
|
|
return;
|
|
}
|
|
|
|
const btHeightfieldTerrainShape::Range chunk = vbounds[x + z * width];
|
|
|
|
btVector3 enterPos;
|
|
btVector3 exitPos;
|
|
|
|
if (rs.maxDistanceFlat > 0.0001)
|
|
{
|
|
btScalar flatTo3d = chunkSize * rs.maxDistance3d / rs.maxDistanceFlat;
|
|
btScalar enterParam3d = rs.prevParam * flatTo3d;
|
|
btScalar exitParam3d = rs.param * flatTo3d;
|
|
enterPos = rayBegin + rayDir * enterParam3d;
|
|
exitPos = rayBegin + rayDir * exitParam3d;
|
|
|
|
// We did enter the flat projection of the AABB,
|
|
// but we have to check if we intersect it on the vertical axis
|
|
if (enterPos[1] > chunk.max && exitPos[m_indices[1]] > chunk.max)
|
|
{
|
|
return;
|
|
}
|
|
if (enterPos[1] < chunk.min && exitPos[m_indices[1]] < chunk.min)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Consider the ray vertical
|
|
// (though we shouldn't reach this often because there is an early check up-front)
|
|
enterPos = rayBegin;
|
|
exitPos = rayEnd;
|
|
}
|
|
|
|
gridRaycast(processTriangles, enterPos, exitPos, m_indices);
|
|
// Note: it could be possible to have more than one grid at different levels,
|
|
// to do this there would be a branch using a pointer to another ProcessVBoundsAction
|
|
}
|
|
};
|
|
|
|
// TODO How do I interrupt the ray when there is a hit? `callback` does not return any result
|
|
/// Performs a raycast using a hierarchical Bresenham algorithm.
|
|
/// Does not allocate any memory by itself.
|
|
void btHeightfieldTerrainShape::performRaycast(btTriangleCallback* callback, const btVector3& raySource, const btVector3& rayTarget) const
|
|
{
|
|
// Transform to cell-local
|
|
btVector3 beginPos = raySource / m_localScaling;
|
|
btVector3 endPos = rayTarget / m_localScaling;
|
|
beginPos += m_localOrigin;
|
|
endPos += m_localOrigin;
|
|
|
|
ProcessTrianglesAction processTriangles;
|
|
processTriangles.shape = this;
|
|
processTriangles.flipQuadEdges = m_flipQuadEdges;
|
|
processTriangles.useDiamondSubdivision = m_useDiamondSubdivision;
|
|
processTriangles.callback = callback;
|
|
processTriangles.width = m_heightStickWidth - 1;
|
|
processTriangles.length = m_heightStickLength - 1;
|
|
|
|
// TODO Transform vectors to account for m_upAxis
|
|
int indices[3] = { 0, 1, 2 };
|
|
if (m_upAxis == 2)
|
|
{
|
|
indices[1] = 2;
|
|
indices[2] = 1;
|
|
}
|
|
int iBeginX = static_cast<int>(floor(beginPos[indices[0]]));
|
|
int iBeginZ = static_cast<int>(floor(beginPos[indices[2]]));
|
|
int iEndX = static_cast<int>(floor(endPos[indices[0]]));
|
|
int iEndZ = static_cast<int>(floor(endPos[indices[2]]));
|
|
|
|
if (iBeginX == iEndX && iBeginZ == iEndZ)
|
|
{
|
|
// The ray will never cross quads within the plane,
|
|
// so directly process triangles within one quad
|
|
// (typically, vertical rays should end up here)
|
|
processTriangles.exec(iBeginX, iEndZ);
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
if (m_vboundsGrid.size()==0)
|
|
{
|
|
// Process all quads intersecting the flat projection of the ray
|
|
gridRaycast(processTriangles, beginPos, endPos, &indices[0]);
|
|
}
|
|
else
|
|
{
|
|
btVector3 rayDiff = endPos - beginPos;
|
|
btScalar flatDistance2 = rayDiff[indices[0]] * rayDiff[indices[0]] + rayDiff[indices[2]] * rayDiff[indices[2]];
|
|
if (flatDistance2 < m_vboundsChunkSize * m_vboundsChunkSize)
|
|
{
|
|
// Don't use chunks, the ray is too short in the plane
|
|
gridRaycast(processTriangles, beginPos, endPos, &indices[0]);
|
|
}
|
|
|
|
ProcessVBoundsAction processVBounds(m_vboundsGrid, &indices[0]);
|
|
processVBounds.width = m_vboundsGridWidth;
|
|
processVBounds.length = m_vboundsGridLength;
|
|
processVBounds.rayBegin = beginPos;
|
|
processVBounds.rayEnd = endPos;
|
|
processVBounds.rayDir = rayDiff.normalized();
|
|
processVBounds.processTriangles = processTriangles;
|
|
processVBounds.chunkSize = m_vboundsChunkSize;
|
|
// The ray is long, run raycast on a higher-level grid
|
|
gridRaycast(processVBounds, beginPos / m_vboundsChunkSize, endPos / m_vboundsChunkSize, indices);
|
|
}
|
|
}
|
|
|
|
/// Builds a grid data structure storing the min and max heights of the terrain in chunks.
|
|
/// if chunkSize is zero, that accelerator is removed.
|
|
/// If you modify the heights, you need to rebuild this accelerator.
|
|
void btHeightfieldTerrainShape::buildAccelerator(int chunkSize)
|
|
{
|
|
if (chunkSize <= 0)
|
|
{
|
|
clearAccelerator();
|
|
return;
|
|
}
|
|
|
|
m_vboundsChunkSize = chunkSize;
|
|
int nChunksX = m_heightStickWidth / chunkSize;
|
|
int nChunksZ = m_heightStickLength / chunkSize;
|
|
|
|
if (m_heightStickWidth % chunkSize > 0)
|
|
{
|
|
++nChunksX; // In case terrain size isn't dividable by chunk size
|
|
}
|
|
if (m_heightStickLength % chunkSize > 0)
|
|
{
|
|
++nChunksZ;
|
|
}
|
|
|
|
if (m_vboundsGridWidth != nChunksX || m_vboundsGridLength != nChunksZ)
|
|
{
|
|
clearAccelerator();
|
|
m_vboundsGridWidth = nChunksX;
|
|
m_vboundsGridLength = nChunksZ;
|
|
}
|
|
|
|
if (nChunksX == 0 || nChunksZ == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// This data structure is only reallocated if the required size changed
|
|
m_vboundsGrid.resize(nChunksX * nChunksZ);
|
|
|
|
// Compute min and max height for all chunks
|
|
for (int cz = 0; cz < nChunksZ; ++cz)
|
|
{
|
|
int z0 = cz * chunkSize;
|
|
|
|
for (int cx = 0; cx < nChunksX; ++cx)
|
|
{
|
|
int x0 = cx * chunkSize;
|
|
|
|
Range r;
|
|
|
|
r.min = getRawHeightFieldValue(x0, z0);
|
|
r.max = r.min;
|
|
|
|
// Compute min and max height for this chunk.
|
|
// We have to include one extra cell to account for neighbors.
|
|
// Here is why:
|
|
// Say we have a flat terrain, and a plateau that fits a chunk perfectly.
|
|
//
|
|
// Left Right
|
|
// 0---0---0---1---1---1
|
|
// | | | | | |
|
|
// 0---0---0---1---1---1
|
|
// | | | | | |
|
|
// 0---0---0---1---1---1
|
|
// x
|
|
//
|
|
// If the AABB for the Left chunk did not share vertices with the Right,
|
|
// then we would fail collision tests at x due to a gap.
|
|
//
|
|
for (int z = z0; z < z0 + chunkSize + 1; ++z)
|
|
{
|
|
if (z >= m_heightStickLength)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (int x = x0; x < x0 + chunkSize + 1; ++x)
|
|
{
|
|
if (x >= m_heightStickWidth)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
btScalar height = getRawHeightFieldValue(x, z);
|
|
|
|
if (height < r.min)
|
|
{
|
|
r.min = height;
|
|
}
|
|
else if (height > r.max)
|
|
{
|
|
r.max = height;
|
|
}
|
|
}
|
|
}
|
|
|
|
m_vboundsGrid[cx + cz * nChunksX] = r;
|
|
}
|
|
}
|
|
}
|
|
|
|
void btHeightfieldTerrainShape::clearAccelerator()
|
|
{
|
|
m_vboundsGrid.clear();
|
|
} |