Retour
Version Originale

./aip/1.8aipmod/source/Irrlicht/CSceneCollisionManager.cpp :


// Copyright (C) 2002-2011 Nikolaus Gebhardt

// This file is part of the "Irrlicht Engine".

// For conditions of distribution and use, see copyright notice in irrlicht.h


#include "CSceneCollisionManager.h"
#include "ISceneNode.h"
#include "ICameraSceneNode.h"
#include "ITriangleSelector.h"
#include "SViewFrustum.h"

#include "os.h"
#include "irrMath.h"

namespace irr
{
namespace scene
{

//! constructor

CSceneCollisionManager::CSceneCollisionManager(ISceneManager* smanager, video::IVideoDriver* driver)
: SceneManager(smanager), Driver(driver)
{
	#ifdef _DEBUG
	setDebugName("CSceneCollisionManager");
	#endif

	if (Driver)
		Driver->grab();
}


//! destructor

CSceneCollisionManager::~CSceneCollisionManager()
{
	if (Driver)
		Driver->drop();
}


//! Returns the scene node, which is currently visible at the given

//! screen coordinates, viewed from the currently active camera.

ISceneNode* CSceneCollisionManager::getSceneNodeFromScreenCoordinatesBB(
		const core::position2d<s32>& pos, s32 idBitMask, bool noDebugObjects, scene::ISceneNode* root)
{
	const core::line3d<f32> ln = getRayFromScreenCoordinates(pos, 0);

	if ( ln.start == ln.end )
		return 0;

	return getSceneNodeFromRayBB(ln, idBitMask, noDebugObjects, root);
}


//! Returns the nearest scene node which collides with a 3d ray and

//! which id matches a bitmask.

ISceneNode* CSceneCollisionManager::getSceneNodeFromRayBB(
		const core::line3d<f32>& ray,
		s32 idBitMask, bool noDebugObjects, scene::ISceneNode* root)
{
	ISceneNode* best = 0;
	f32 dist = FLT_MAX;

	core::line3d<f32> truncatableRay(ray);

	getPickedNodeBB((root==0)?SceneManager->getRootSceneNode():root, truncatableRay,
		idBitMask, noDebugObjects, dist, best);

	return best;
}


//! recursive method for going through all scene nodes

void CSceneCollisionManager::getPickedNodeBB(ISceneNode* root,
		core::line3df& ray, s32 bits, bool noDebugObjects,
		f32& outbestdistance, ISceneNode*& outbestnode)
{
	const ISceneNodeList& children = root->getChildren();
	const core::vector3df rayVector = ray.getVector().normalize();

	ISceneNodeList::ConstIterator it = children.begin();
	for (; it != children.end(); ++it)
	{
		ISceneNode* current = *it;

		if (current->isVisible())
		{
			if((noDebugObjects ? !current->isDebugObject() : true) &&
				(bits==0 || (bits != 0 && (current->getID() & bits))))
			{
				// get world to object space transform

				core::matrix4 worldToObject;
				if (!current->getAbsoluteTransformation().getInverse(worldToObject))
					continue;

				// transform vector from world space to object space

				core::line3df objectRay(ray);
				worldToObject.transformVect(objectRay.start);
				worldToObject.transformVect(objectRay.end);

				const core::aabbox3df & objectBox = current->getBoundingBox();

				// Do the initial intersection test in object space, since the

				// object space box test is more accurate.

				if(objectBox.isPointInside(objectRay.start))
				{
					// use fast bbox intersection to find distance to hitpoint

					// algorithm from Kay et al., code from gamedev.net

					const core::vector3df dir = (objectRay.end-objectRay.start).normalize();
					const core::vector3df minDist = (objectBox.MinEdge - objectRay.start)/dir;
					const core::vector3df maxDist = (objectBox.MaxEdge - objectRay.start)/dir;
					const core::vector3df realMin(core::min_(minDist.X, maxDist.X),core::min_(minDist.Y, maxDist.Y),core::min_(minDist.Z, maxDist.Z));
					const core::vector3df realMax(core::max_(minDist.X, maxDist.X),core::max_(minDist.Y, maxDist.Y),core::max_(minDist.Z, maxDist.Z));

					const f32 minmax = core::min_(realMax.X, realMax.Y, realMax.Z);
					// nearest distance to intersection

					const f32 maxmin = core::max_(realMin.X, realMin.Y, realMin.Z);

					const f32 toIntersectionSq = (maxmin>0?maxmin*maxmin:minmax*minmax);
					if (toIntersectionSq < outbestdistance)
					{
						outbestdistance = toIntersectionSq;
						outbestnode = current;

						// And we can truncate the ray to stop us hitting further nodes.

						ray.end = ray.start + (rayVector * sqrtf(toIntersectionSq));
					}
				}
				else
				if (objectBox.intersectsWithLine(objectRay))
				{
					// Now transform into world space, since we need to use world space

					// scales and distances.

					core::aabbox3df worldBox(objectBox);
					current->getAbsoluteTransformation().transformBox(worldBox);

					core::vector3df edges[8];
					worldBox.getEdges(edges);

					/* We need to check against each of 6 faces, composed of these corners:
						  /3--------/7
						 /  |      / |
						/   |     /  |
						1---------5  |
						|   2- - -| -6
						|  /      |  /
						|/        | /
						0---------4/

						Note that we define them as opposite pairs of faces.
					*/
					static const s32 faceEdges[6][3] =
					{
						{ 0, 1, 5 }, // Front

						{ 6, 7, 3 }, // Back

						{ 2, 3, 1 }, // Left

						{ 4, 5, 7 }, // Right

						{ 1, 3, 7 }, // Top

						{ 2, 0, 4 }  // Bottom

					};

					core::vector3df intersection;
					core::plane3df facePlane;
					f32 bestDistToBoxBorder = FLT_MAX;
					f32 bestToIntersectionSq = FLT_MAX;

                    for(s32 face = 0; face < 6; ++face)
					{
						facePlane.setPlane(edges[faceEdges[face][0]],
											edges[faceEdges[face][1]],
											edges[faceEdges[face][2]]);

						// Only consider lines that might be entering through this face, since we

						// already know that the start point is outside the box.

						if(facePlane.classifyPointRelation(ray.start) != core::ISREL3D_FRONT)
							continue;

						// Don't bother using a limited ray, since we already know that it should be long

						// enough to intersect with the box.

						if(facePlane.getIntersectionWithLine(ray.start, rayVector, intersection))
						{
							const f32 toIntersectionSq = ray.start.getDistanceFromSQ(intersection);
							if(toIntersectionSq < outbestdistance)
							{
								// We have to check that the intersection with this plane is actually

								// on the box, so need to go back to object space again.

								worldToObject.transformVect(intersection);

                                // find the closest point on the box borders. Have to do this as exact checks will fail due to floating point problems.

								f32 distToBorder = core::max_ ( core::min_ (core::abs_(objectBox.MinEdge.X-intersection.X), core::abs_(objectBox.MaxEdge.X-intersection.X)),
                                                                core::min_ (core::abs_(objectBox.MinEdge.Y-intersection.Y), core::abs_(objectBox.MaxEdge.Y-intersection.Y)),
                                                                core::min_ (core::abs_(objectBox.MinEdge.Z-intersection.Z), core::abs_(objectBox.MaxEdge.Z-intersection.Z)) );
                                if ( distToBorder < bestDistToBoxBorder )
                                {
                                    bestDistToBoxBorder = distToBorder;
                                    bestToIntersectionSq = toIntersectionSq;
                                }
							}
						}

						// If the ray could be entering through the first face of a pair, then it can't

						// also be entering through the opposite face, and so we can skip that face.

						if (!(face & 0x01))
							++face;
					}

					if ( bestDistToBoxBorder < FLT_MAX )
					{
                        outbestdistance = bestToIntersectionSq;
						outbestnode = current;

                        // If we got a hit, we can now truncate the ray to stop us hitting further nodes.

                        ray.end = ray.start + (rayVector * sqrtf(outbestdistance));
					}
				}
			}

			// Only check the children if this node is visible.

			getPickedNodeBB(current, ray, bits, noDebugObjects, outbestdistance, outbestnode);
		}
	}
}


ISceneNode* CSceneCollisionManager::getSceneNodeAndCollisionPointFromRay(
						core::line3df ray,
						core::vector3df & outCollisionPoint,
						core::triangle3df & outTriangle,
						s32 idBitMask,
						ISceneNode * collisionRootNode,
						bool noDebugObjects)
{
	ISceneNode* bestNode = 0;
	f32 bestDistanceSquared = FLT_MAX;

	if(0 == collisionRootNode)
		collisionRootNode = SceneManager->getRootSceneNode();

	// We don't try to do anything too clever, like sorting the candidate

	// nodes by distance to bounding-box. In the example below, we could do the

	// triangle collision check with node A first, but we'd have to check node B

	// anyway, as the actual collision point could be (and is) closer than the

	// collision point in node A.

	//

	//    ray end

	//       |

	//   AAAAAAAAAA

	//   A   |

	//   A   |  B

	//   A   |  B

	//   A  BBBBB

	//   A   |

	//   A   |

	//       |

	//       |

	//    ray start

	//

	// We therefore have to do a full BB and triangle collision on every scene

	// node in order to find the nearest collision point, so sorting them by

	// bounding box would be pointless.


	getPickedNodeFromBBAndSelector(collisionRootNode, ray, idBitMask,
					noDebugObjects, bestDistanceSquared, bestNode,
					outCollisionPoint, outTriangle);
	return bestNode;
}


void CSceneCollisionManager::getPickedNodeFromBBAndSelector(
				ISceneNode * root,
				core::line3df & ray,
				s32 bits,
				bool noDebugObjects,
				f32 & outBestDistanceSquared,
				ISceneNode * & outBestNode,
				core::vector3df & outBestCollisionPoint,
				core::triangle3df & outBestTriangle)
{
	const ISceneNodeList& children = root->getChildren();

	ISceneNodeList::ConstIterator it = children.begin();
	for (; it != children.end(); ++it)
	{
		ISceneNode* current = *it;
		ITriangleSelector * selector = current->getTriangleSelector();

		if (selector && current->isVisible() &&
			(noDebugObjects ? !current->isDebugObject() : true) &&
			(bits==0 || (bits != 0 && (current->getID() & bits))))
		{
			// get world to object space transform

			core::matrix4 mat;
			if (!current->getAbsoluteTransformation().getInverse(mat))
			continue;

			// transform vector from world space to object space

			core::line3df line(ray);
			mat.transformVect(line.start);
			mat.transformVect(line.end);

			const core::aabbox3df& box = current->getBoundingBox();

			core::vector3df candidateCollisionPoint;
			core::triangle3df candidateTriangle;

			// do intersection test in object space

			ISceneNode * hitNode = 0;
			if (box.intersectsWithLine(line) &&
				getCollisionPoint(ray, selector, candidateCollisionPoint, candidateTriangle, hitNode))
			{
				const f32 distanceSquared = (candidateCollisionPoint - ray.start).getLengthSQ();

				if(distanceSquared < outBestDistanceSquared)
				{
					outBestDistanceSquared = distanceSquared;
					outBestNode = current;
					outBestCollisionPoint = candidateCollisionPoint;
					outBestTriangle = candidateTriangle;
					const core::vector3df rayVector = ray.getVector().normalize();
					ray.end = ray.start + (rayVector * sqrtf(distanceSquared));
				}
			}
		}

		getPickedNodeFromBBAndSelector(current, ray, bits, noDebugObjects,
						outBestDistanceSquared, outBestNode,
						outBestCollisionPoint, outBestTriangle);
	}
}


//! Returns the scene node, at which the overgiven camera is looking at and

//! which id matches the bitmask.

ISceneNode* CSceneCollisionManager::getSceneNodeFromCameraBB(
	ICameraSceneNode* camera, s32 idBitMask, bool noDebugObjects)
{
	if (!camera)
		return 0;

	const core::vector3df start = camera->getAbsolutePosition();
	core::vector3df end = camera->getTarget();

	end = start + ((end - start).normalize() * camera->getFarValue());

	return getSceneNodeFromRayBB(core::line3d<f32>(start, end), idBitMask, noDebugObjects);
}


//! Finds the collision point of a line and lots of triangles, if there is one.

bool CSceneCollisionManager::getCollisionPoint(const core::line3d<f32>& ray,
		ITriangleSelector* selector, core::vector3df& outIntersection,
		core::triangle3df& outTriangle,
		ISceneNode*& outNode)
{
	if (!selector)
	{
		_IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX;
		return false;
	}

	s32 totalcnt = selector->getTriangleCount();
	Triangles.set_used(totalcnt);

	s32 cnt = 0;
	selector->getTriangles(Triangles.pointer(), totalcnt, cnt, ray);

	const core::vector3df linevect = ray.getVector().normalize();
	core::vector3df intersection;
	f32 nearest = FLT_MAX;
	bool found = false;
	const f32 raylength = ray.getLengthSQ();

	const f32 minX = core::min_(ray.start.X, ray.end.X);
	const f32 maxX = core::max_(ray.start.X, ray.end.X);
	const f32 minY = core::min_(ray.start.Y, ray.end.Y);
	const f32 maxY = core::max_(ray.start.Y, ray.end.Y);
	const f32 minZ = core::min_(ray.start.Z, ray.end.Z);
	const f32 maxZ = core::max_(ray.start.Z, ray.end.Z);

	for (s32 i=0; i<cnt; ++i)
	{
		const core::triangle3df & triangle = Triangles[i];

		if(minX > triangle.pointA.X && minX > triangle.pointB.X && minX > triangle.pointC.X)
			continue;
		if(maxX < triangle.pointA.X && maxX < triangle.pointB.X && maxX < triangle.pointC.X)
			continue;
		if(minY > triangle.pointA.Y && minY > triangle.pointB.Y && minY > triangle.pointC.Y)
			continue;
		if(maxY < triangle.pointA.Y && maxY < triangle.pointB.Y && maxY < triangle.pointC.Y)
			continue;
		if(minZ > triangle.pointA.Z && minZ > triangle.pointB.Z && minZ > triangle.pointC.Z)
			continue;
		if(maxZ < triangle.pointA.Z && maxZ < triangle.pointB.Z && maxZ < triangle.pointC.Z)
			continue;

		if (triangle.getIntersectionWithLine(ray.start, linevect, intersection))
		{
			const f32 tmp = intersection.getDistanceFromSQ(ray.start);
			const f32 tmp2 = intersection.getDistanceFromSQ(ray.end);

			if (tmp < raylength && tmp2 < raylength && tmp < nearest)
			{
				nearest = tmp;
				outTriangle = triangle;
				outIntersection = intersection;
				outNode = selector->getSceneNodeForTriangle(i);
				found = true;
			}
		}
	}

	_IRR_IMPLEMENT_MANAGED_MARSHALLING_BUGFIX;
	return found;
}


//! Collides a moving ellipsoid with a 3d world with gravity and returns

//! the resulting new position of the ellipsoid.

core::vector3df CSceneCollisionManager::getCollisionResultPosition(
		ITriangleSelector* selector,
		const core::vector3df &position, const core::vector3df& radius,
		const core::vector3df& direction,
		core::triangle3df& triout,
		core::vector3df& hitPosition,
		bool& outFalling,
		ISceneNode*& outNode,
		f32 slidingSpeed,
		const core::vector3df& gravity)
{
	return collideEllipsoidWithWorld(selector, position,
		radius, direction, slidingSpeed, gravity, triout, hitPosition, outFalling, outNode);
}


bool CSceneCollisionManager::testTriangleIntersection(SCollisionData* colData,
			const core::triangle3df& triangle)
{
	const core::plane3d<f32> trianglePlane = triangle.getPlane();

	// only check front facing polygons

	if ( !trianglePlane.isFrontFacing(colData->normalizedVelocity) )
		return false;

	// get interval of plane intersection


	f32 t1, t0;
	bool embeddedInPlane = false;

	// calculate signed distance from sphere position to triangle plane

	f32 signedDistToTrianglePlane = trianglePlane.getDistanceTo(
		colData->basePoint);

	f32 normalDotVelocity =
		trianglePlane.Normal.dotProduct(colData->velocity);

	if ( core::iszero ( normalDotVelocity ) )
	{
		// sphere is traveling parallel to plane


		if (fabs(signedDistToTrianglePlane) >= 1.0f)
			return false; // no collision possible

		else
		{
			// sphere is embedded in plane

			embeddedInPlane = true;
			t0 = 0.0;
			t1 = 1.0;
		}
	}
	else
	{
		normalDotVelocity = core::reciprocal ( normalDotVelocity );

		// N.D is not 0. Calculate intersection interval

		t0 = (-1.f - signedDistToTrianglePlane) * normalDotVelocity;
		t1 = (1.f - signedDistToTrianglePlane) * normalDotVelocity;

		// Swap so t0 < t1

		if (t0 > t1) { f32 tmp = t1; t1 = t0; t0 = tmp;	}

		// check if at least one value is within the range

		if (t0 > 1.0f || t1 < 0.0f)
			return false; // both t values are outside 1 and 0, no collision possible


		// clamp to 0 and 1

		t0 = core::clamp ( t0, 0.f, 1.f );
		t1 = core::clamp ( t1, 0.f, 1.f );
	}

	// at this point we have t0 and t1, if there is any intersection, it

	// is between this interval

	core::vector3df collisionPoint;
	bool foundCollision = false;
	f32 t = 1.0f;

	// first check the easy case: Collision within the triangle;

	// if this happens, it must be at t0 and this is when the sphere

	// rests on the front side of the triangle plane. This can only happen

	// if the sphere is not embedded in the triangle plane.


	if (!embeddedInPlane)
	{
		core::vector3df planeIntersectionPoint =
			(colData->basePoint - trianglePlane.Normal)
			+ (colData->velocity * t0);

		if (triangle.isPointInside(planeIntersectionPoint))
		{
			foundCollision = true;
			t = t0;
			collisionPoint = planeIntersectionPoint;
		}
	}

	// if we havent found a collision already we will have to sweep

	// the sphere against points and edges of the triangle. Note: A

	// collision inside the triangle will always happen before a

	// vertex or edge collision.


	if (!foundCollision)
	{
		core::vector3df velocity = colData->velocity;
		core::vector3df base = colData->basePoint;

		f32 velocitySqaredLength = velocity.getLengthSQ();
		f32 a,b,c;
		f32 newT;

		// for each edge or vertex a quadratic equation has to be solved:

		// a*t^2 + b*t + c = 0. We calculate a,b, and c for each test.


		// check against points

		a = velocitySqaredLength;

		// p1

		b = 2.0f * (velocity.dotProduct(base - triangle.pointA));
		c = (triangle.pointA-base).getLengthSQ() - 1.f;
		if (getLowestRoot(a,b,c,t, &newT))
		{
			t = newT;
			foundCollision = true;
			collisionPoint = triangle.pointA;
		}

		// p2

		if (!foundCollision)
		{
			b = 2.0f * (velocity.dotProduct(base - triangle.pointB));
			c = (triangle.pointB-base).getLengthSQ() - 1.f;
			if (getLowestRoot(a,b,c,t, &newT))
			{
				t = newT;
				foundCollision = true;
				collisionPoint = triangle.pointB;
			}
		}

		// p3

		if (!foundCollision)
		{
			b = 2.0f * (velocity.dotProduct(base - triangle.pointC));
			c = (triangle.pointC-base).getLengthSQ() - 1.f;
			if (getLowestRoot(a,b,c,t, &newT))
			{
				t = newT;
				foundCollision = true;
				collisionPoint = triangle.pointC;
			}
		}

		// check against edges:


		// p1 --- p2

		core::vector3df edge = triangle.pointB - triangle.pointA;
		core::vector3df baseToVertex = triangle.pointA - base;
		f32 edgeSqaredLength = edge.getLengthSQ();
		f32 edgeDotVelocity = edge.dotProduct(velocity);
		f32 edgeDotBaseToVertex = edge.dotProduct(baseToVertex);

		// calculate parameters for equation

		a = edgeSqaredLength* -velocitySqaredLength +
			edgeDotVelocity*edgeDotVelocity;
		b = edgeSqaredLength* (2.f *velocity.dotProduct(baseToVertex)) -
			2.0f*edgeDotVelocity*edgeDotBaseToVertex;
		c = edgeSqaredLength* (1.f -baseToVertex.getLengthSQ()) +
			edgeDotBaseToVertex*edgeDotBaseToVertex;

		// does the swept sphere collide against infinite edge?

		if (getLowestRoot(a,b,c,t,&newT))
		{
			f32 f = (edgeDotVelocity*newT - edgeDotBaseToVertex) / edgeSqaredLength;
			if (f >=0.0f && f <= 1.0f)
			{
				// intersection took place within segment

				t = newT;
				foundCollision = true;
				collisionPoint = triangle.pointA + (edge*f);
			}
		}

		// p2 --- p3

		edge = triangle.pointC-triangle.pointB;
		baseToVertex = triangle.pointB - base;
		edgeSqaredLength = edge.getLengthSQ();
		edgeDotVelocity = edge.dotProduct(velocity);
		edgeDotBaseToVertex = edge.dotProduct(baseToVertex);

		// calculate parameters for equation

		a = edgeSqaredLength* -velocitySqaredLength +
			edgeDotVelocity*edgeDotVelocity;
		b = edgeSqaredLength* (2*velocity.dotProduct(baseToVertex)) -
			2.0f*edgeDotVelocity*edgeDotBaseToVertex;
		c = edgeSqaredLength* (1-baseToVertex.getLengthSQ()) +
			edgeDotBaseToVertex*edgeDotBaseToVertex;

		// does the swept sphere collide against infinite edge?

		if (getLowestRoot(a,b,c,t,&newT))
		{
			f32 f = (edgeDotVelocity*newT-edgeDotBaseToVertex) /
				edgeSqaredLength;
			if (f >=0.0f && f <= 1.0f)
			{
				// intersection took place within segment

				t = newT;
				foundCollision = true;
				collisionPoint = triangle.pointB + (edge*f);
			}
		}


		// p3 --- p1

		edge = triangle.pointA-triangle.pointC;
		baseToVertex = triangle.pointC - base;
		edgeSqaredLength = edge.getLengthSQ();
		edgeDotVelocity = edge.dotProduct(velocity);
		edgeDotBaseToVertex = edge.dotProduct(baseToVertex);

		// calculate parameters for equation

		a = edgeSqaredLength* -velocitySqaredLength +
			edgeDotVelocity*edgeDotVelocity;
		b = edgeSqaredLength* (2*velocity.dotProduct(baseToVertex)) -
			2.0f*edgeDotVelocity*edgeDotBaseToVertex;
		c = edgeSqaredLength* (1-baseToVertex.getLengthSQ()) +
			edgeDotBaseToVertex*edgeDotBaseToVertex;

		// does the swept sphere collide against infinite edge?

		if (getLowestRoot(a,b,c,t,&newT))
		{
			f32 f = (edgeDotVelocity*newT-edgeDotBaseToVertex) /
				edgeSqaredLength;
			if (f >=0.0f && f <= 1.0f)
			{
				// intersection took place within segment

				t = newT;
				foundCollision = true;
				collisionPoint = triangle.pointC + (edge*f);
			}
		}
	}// end no collision found


	// set result:

	if (foundCollision)
	{
		// distance to collision is t

		f32 distToCollision = t*colData->velocity.getLength();

		// does this triangle qualify for closest hit?

		if (!colData->foundCollision ||
			distToCollision	< colData->nearestDistance)
		{
			colData->nearestDistance = distToCollision;
			colData->intersectionPoint = collisionPoint;
			colData->foundCollision = true;
			colData->intersectionTriangle = triangle;
			++colData->triangleHits;
			return true;
		}
	}// end found collision


	return false;
}


//! Collides a moving ellipsoid with a 3d world with gravity and returns

//! the resulting new position of the ellipsoid.

core::vector3df CSceneCollisionManager::collideEllipsoidWithWorld(
		ITriangleSelector* selector, const core::vector3df &position,
		const core::vector3df& radius,  const core::vector3df& velocity,
		f32 slidingSpeed,
		const core::vector3df& gravity,
		core::triangle3df& triout,
		core::vector3df& hitPosition,
		bool& outFalling,
		ISceneNode*& outNode)
{
	if (!selector || radius.X == 0.0f || radius.Y == 0.0f || radius.Z == 0.0f)
		return position;

	// This code is based on the paper "Improved Collision detection and Response"

	// by Kasper Fauerby, but some parts are modified.


	SCollisionData colData;
	colData.R3Position = position;
	colData.R3Velocity = velocity;
	colData.eRadius = radius;
	colData.nearestDistance = FLT_MAX;
	colData.selector = selector;
	colData.slidingSpeed = slidingSpeed;
	colData.triangleHits = 0;
	colData.triangleIndex = -1;

	core::vector3df eSpacePosition = colData.R3Position / colData.eRadius;
	core::vector3df eSpaceVelocity = colData.R3Velocity / colData.eRadius;

	// iterate until we have our final position


	core::vector3df finalPos = collideWithWorld(
		0, colData, eSpacePosition, eSpaceVelocity);

	outFalling = false;

	// add gravity


	if (gravity != core::vector3df(0,0,0))
	{
		colData.R3Position = finalPos * colData.eRadius;
		colData.R3Velocity = gravity;
		colData.triangleHits = 0;

		eSpaceVelocity = gravity/colData.eRadius;

		finalPos = collideWithWorld(0, colData,
			finalPos, eSpaceVelocity);

		outFalling = (colData.triangleHits == 0);
	}

	if (colData.triangleHits)
	{
		triout = colData.intersectionTriangle;
		triout.pointA *= colData.eRadius;
		triout.pointB *= colData.eRadius;
		triout.pointC *= colData.eRadius;
		outNode = selector->getSceneNodeForTriangle(colData.triangleIndex);
	}

	finalPos *= colData.eRadius;
	hitPosition = colData.intersectionPoint * colData.eRadius;
	return finalPos;
}


core::vector3df CSceneCollisionManager::collideWithWorld(s32 recursionDepth,
	SCollisionData &colData, core::vector3df pos, core::vector3df vel)
{
	f32 veryCloseDistance = colData.slidingSpeed;

	if (recursionDepth > 5)
		return pos;

	colData.velocity = vel;
	colData.normalizedVelocity = vel;
	colData.normalizedVelocity.normalize();
	colData.basePoint = pos;
	colData.foundCollision = false;
	colData.nearestDistance = FLT_MAX;

	//------------------ collide with world


	// get all triangles with which we might collide

	core::aabbox3d<f32> box(colData.R3Position);
	box.addInternalPoint(colData.R3Position + colData.R3Velocity);
	box.MinEdge -= colData.eRadius;
	box.MaxEdge += colData.eRadius;

	s32 totalTriangleCnt = colData.selector->getTriangleCount();
	Triangles.set_used(totalTriangleCnt);

	core::matrix4 scaleMatrix;
	scaleMatrix.setScale(
			core::vector3df(1.0f / colData.eRadius.X,
					1.0f / colData.eRadius.Y,
					1.0f / colData.eRadius.Z));

	s32 triangleCnt = 0;
	colData.selector->getTriangles(Triangles.pointer(), totalTriangleCnt, triangleCnt, box, &scaleMatrix);

	for (s32 i=0; i<triangleCnt; ++i)
		if(testTriangleIntersection(&colData, Triangles[i]))
			colData.triangleIndex = i;

	//---------------- end collide with world


	if (!colData.foundCollision)
		return pos + vel;

	// original destination point

	const core::vector3df destinationPoint = pos + vel;
	core::vector3df newBasePoint = pos;

	// only update if we are not already very close

	// and if so only move very close to intersection, not to the

	// exact point

	if (colData.nearestDistance >= veryCloseDistance)
	{
		core::vector3df v = vel;
		v.setLength( colData.nearestDistance - veryCloseDistance );
		newBasePoint = colData.basePoint + v;

		v.normalize();
		colData.intersectionPoint -= (v * veryCloseDistance);
	}

	// calculate sliding plane


	const core::vector3df slidePlaneOrigin = colData.intersectionPoint;
	const core::vector3df slidePlaneNormal = (newBasePoint - colData.intersectionPoint).normalize();
	core::plane3d<f32> slidingPlane(slidePlaneOrigin, slidePlaneNormal);

	core::vector3df newDestinationPoint =
		destinationPoint -
		(slidePlaneNormal * slidingPlane.getDistanceTo(destinationPoint));

	// generate slide vector


	const core::vector3df newVelocityVector = newDestinationPoint -
		colData.intersectionPoint;

	if (newVelocityVector.getLength() < veryCloseDistance)
		return newBasePoint;

	return collideWithWorld(recursionDepth+1, colData,
		newBasePoint, newVelocityVector);
}


//! Returns a 3d ray which would go through the 2d screen coodinates.

core::line3d<f32> CSceneCollisionManager::getRayFromScreenCoordinates(
	const core::position2d<s32> & pos, ICameraSceneNode* camera)
{
	core::line3d<f32> ln(0,0,0,0,0,0);

	if (!SceneManager)
		return ln;

	if (!camera)
		camera = SceneManager->getActiveCamera();

	if (!camera)
		return ln;

	const scene::SViewFrustum* f = camera->getViewFrustum();

	core::vector3df farLeftUp = f->getFarLeftUp();
	core::vector3df lefttoright = f->getFarRightUp() - farLeftUp;
	core::vector3df uptodown = f->getFarLeftDown() - farLeftUp;

	const core::rect<s32>& viewPort = Driver->getViewPort();
	core::dimension2d<u32> screenSize(viewPort.getWidth(), viewPort.getHeight());

	f32 dx = pos.X / (f32)screenSize.Width;
	f32 dy = pos.Y / (f32)screenSize.Height;

	if (camera->isOrthogonal())
		ln.start = f->cameraPosition + (lefttoright * (dx-0.5f)) + (uptodown * (dy-0.5f));
	else
		ln.start = f->cameraPosition;

	ln.end = farLeftUp + (lefttoright * dx) + (uptodown * dy);

	return ln;
}


//! Calculates 2d screen position from a 3d position.

core::position2d<s32> CSceneCollisionManager::getScreenCoordinatesFrom3DPosition(
	const core::vector3df & pos3d, ICameraSceneNode* camera, bool useViewPort)
{
	if (!SceneManager || !Driver)
		return core::position2d<s32>(-1000,-1000);

	if (!camera)
		camera = SceneManager->getActiveCamera();

	if (!camera)
		return core::position2d<s32>(-1000,-1000);

	core::dimension2d<u32> dim;
	if (useViewPort)
		dim.set(Driver->getViewPort().getWidth(), Driver->getViewPort().getHeight());
	else
		dim=(Driver->getScreenSize());

	dim.Width /= 2;
	dim.Height /= 2;

	core::matrix4 trans = camera->getProjectionMatrix();
	trans *= camera->getViewMatrix();

	f32 transformedPos[4] = { pos3d.X, pos3d.Y, pos3d.Z, 1.0f };

	trans.multiplyWith1x4Matrix(transformedPos);

	if (transformedPos[3] < 0)
		return core::position2d<s32>(-10000,-10000);

	const f32 zDiv = transformedPos[3] == 0.0f ? 1.0f :
		core::reciprocal(transformedPos[3]);

	return core::position2d<s32>(
			dim.Width + core::round32(dim.Width * (transformedPos[0] * zDiv)),
			dim.Height - core::round32(dim.Height * (transformedPos[1] * zDiv)));
}


inline bool CSceneCollisionManager::getLowestRoot(f32 a, f32 b, f32 c, f32 maxR, f32* root)
{
	// check if solution exists

	f32 determinant = b*b - 4.0f*a*c;

	// if determinant is negative, no solution

	if (determinant < 0.0f || a == 0.f ) return false;

	// calculate two roots: (if det==0 then x1==x2

	// but lets disregard that slight optimization)

	// burningwater: sqrt( 0) is an illegal operation.... smth should be done...


	f32 sqrtD = (f32)sqrt(determinant);

	f32 r1 = (-b - sqrtD) / (2*a);
	f32 r2 = (-b + sqrtD) / (2*a);

	// sort so x1 <= x2

	if (r1 > r2) { f32 tmp=r2; r2=r1; r1=tmp; }

	// get lowest root

	if (r1 > 0 && r1 < maxR)
	{
		*root = r1;
		return true;
	}

	// its possible that we want x2, this can happen if x1 < 0

	if (r2 > 0 && r2 < maxR)
	{
		*root = r2;
		return true;
	}

	return false;
}


} // end namespace scene

} // end namespace irr


Options Liens officiels Caractéristiques Statistiques Communauté
Corrections
irrlicht
irrklang
irredit
irrxml
xhtml 1.0
css 2.1
Propulsé par FluxBB
Traduit par FluxBB.fr
882 membres
1429 sujets
11119 messages
Dernier membre inscrit: LiseBuisson96
80 invités en ligne
Aucun membre connecté
RSS Feed