open_toontown_panda3d/panda/src/collide/collisionBox.cxx

1238 lines
35 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file collisionBox.cxx
* @author amith tudur
* @date 2009-07-31
*/
#include "collisionBox.h"
#include "collisionLine.h"
#include "collisionRay.h"
#include "collisionSphere.h"
#include "collisionSegment.h"
#include "collisionHandler.h"
#include "collisionEntry.h"
#include "config_collide.h"
#include "boundingSphere.h"
#include "datagram.h"
#include "datagramIterator.h"
#include "bamReader.h"
#include "bamWriter.h"
#include "nearly_zero.h"
#include "cmath.h"
#include "mathNumbers.h"
#include "geom.h"
#include "geomTriangles.h"
#include "geomVertexWriter.h"
#include "config_mathutil.h"
#include "dcast.h"
#include <math.h>
PStatCollector CollisionBox::_volume_pcollector("Collision Volumes:CollisionBox");
PStatCollector CollisionBox::_test_pcollector("Collision Tests:CollisionBox");
TypeHandle CollisionBox::_type_handle;
const int CollisionBox::plane_def[6][4] = {
{0, 4, 5, 1},
{4, 6, 7, 5},
{6, 2, 3, 7},
{2, 0, 1, 3},
{1, 5, 7, 3},
{2, 6, 4, 0},
};
/**
*
*/
CollisionSolid *CollisionBox::
make_copy() {
return new CollisionBox(*this);
}
/**
* Compute parameters for each of the box's sides
*/
void CollisionBox::
setup_box(){
for(int plane = 0; plane < 6; plane++) {
LPoint3 array[4];
array[0] = get_point(plane_def[plane][0]);
array[1] = get_point(plane_def[plane][1]);
array[2] = get_point(plane_def[plane][2]);
array[3] = get_point(plane_def[plane][3]);
setup_points(array, array+4, plane);
}
}
/**
* Computes the plane and 2d projection of points that make up this side.
*/
void CollisionBox::
setup_points(const LPoint3 *begin, const LPoint3 *end, int plane) {
int num_points = end - begin;
nassertv(num_points >= 3);
_points[plane].clear();
// Construct a matrix that rotates the points from the (X,0,Z) plane into
// the 3-d plane.
LMatrix4 to_3d_mat;
calc_to_3d_mat(to_3d_mat, plane);
// And the inverse matrix rotates points from 3-d space into the 2-d plane.
_to_2d_mat[plane].invert_from(to_3d_mat);
// Now project all of the points onto the 2-d plane.
const LPoint3 *pi;
for (pi = begin; pi != end; ++pi) {
LPoint3 point = (*pi) * _to_2d_mat[plane];
_points[plane].push_back(PointDef(point[0], point[2]));
}
nassertv(_points[plane].size() >= 3);
#ifndef NDEBUG
/*
// Now make sure the points define a convex polygon.
if (is_concave()) {
collide_cat.error() << "Invalid concave CollisionPolygon defined:\n";
const LPoint3 *pi;
for (pi = begin; pi != end; ++pi) {
collide_cat.error(false) << " " << (*pi) << "\n";
}
collide_cat.error(false)
<< " normal " << normal << " with length " << normal.length() << "\n";
_points.clear();
}
*/
#endif
compute_vectors(_points[plane]);
}
/**
* First Dispatch point for box as a FROM object
*/
PT(CollisionEntry) CollisionBox::
test_intersection(const CollisionEntry &entry) const {
return entry.get_into()->test_intersection_from_box(entry);
}
/**
* Transforms the solid by the indicated matrix.
*/
void CollisionBox::
xform(const LMatrix4 &mat) {
_min = _min * mat;
_max = _max * mat;
_center = _center * mat;
for(int v = 0; v < 8; v++) {
_vertex[v] = _vertex[v] * mat;
}
for(int p = 0; p < 6 ; p++) {
_planes[p] = set_plane(p);
}
_x = _vertex[0].get_x() - _center.get_x();
_y = _vertex[0].get_y() - _center.get_y();
_z = _vertex[0].get_z() - _center.get_z();
_radius = sqrt(_x * _x + _y * _y + _z * _z);
setup_box();
mark_viz_stale();
mark_internal_bounds_stale();
}
/**
* Returns the point in space deemed to be the "origin" of the solid for
* collision purposes. The closest intersection point to this origin point is
* considered to be the most significant.
*/
LPoint3 CollisionBox::
get_collision_origin() const {
return _center;
}
/**
* Returns a PStatCollector that is used to count the number of bounding
* volume tests made against a solid of this type in a given frame.
*/
PStatCollector &CollisionBox::
get_volume_pcollector() {
return _volume_pcollector;
}
/**
* Returns a PStatCollector that is used to count the number of intersection
* tests made against a solid of this type in a given frame.
*/
PStatCollector &CollisionBox::
get_test_pcollector() {
return _test_pcollector;
}
/**
*
*/
void CollisionBox::
output(ostream &out) const {
}
/**
* Sphere is chosen as the Bounding Volume type for speed and efficiency
*/
PT(BoundingVolume) CollisionBox::
compute_internal_bounds() const {
return new BoundingSphere(_center, _radius);
}
/**
* Double dispatch point for sphere as FROM object
*/
PT(CollisionEntry) CollisionBox::
test_intersection_from_sphere(const CollisionEntry &entry) const {
const CollisionSphere *sphere;
DCAST_INTO_R(sphere, entry.get_from(), NULL);
CPT(TransformState) wrt_space = entry.get_wrt_space();
CPT(TransformState) wrt_prev_space = entry.get_wrt_prev_space();
const LMatrix4 &wrt_mat = wrt_space->get_mat();
LPoint3 orig_center = sphere->get_center() * wrt_mat;
LPoint3 from_center = orig_center;
bool moved_from_center = false;
PN_stdfloat t = 1.0f;
LPoint3 contact_point(from_center);
PN_stdfloat actual_t = 1.0f;
LVector3 from_radius_v =
LVector3(sphere->get_radius(), 0.0f, 0.0f) * wrt_mat;
PN_stdfloat from_radius_2 = from_radius_v.length_squared();
PN_stdfloat from_radius = csqrt(from_radius_2);
int ip;
PN_stdfloat max_dist = 0.0;
PN_stdfloat dist = 0.0;
bool intersect;
LPlane plane;
LVector3 normal;
for(ip = 0, intersect = false; ip < 6 && !intersect; ip++) {
plane = get_plane( ip );
if (_points[ip].size() < 3) {
continue;
}
if (wrt_prev_space != wrt_space) {
// If we have a delta between the previous position and the current
// position, we use that to determine some more properties of the
// collision.
LPoint3 b = from_center;
LPoint3 a = sphere->get_center() * wrt_prev_space->get_mat();
LVector3 delta = b - a;
// First, there is no collision if the "from" object is definitely
// moving in the same direction as the plane's normal.
PN_stdfloat dot = delta.dot(plane.get_normal());
if (dot > 0.1f) {
continue; // no intersection
}
if (IS_NEARLY_ZERO(dot)) {
// If we're moving parallel to the plane, the sphere is tested at its
// final point. Leave it as it is.
} else {
/*
* Otherwise, we're moving into the plane; the sphere is tested at the point
* along its path that is closest to intersecting the plane. This may be the
* actual intersection point, or it may be the starting point or the final
* point. dot is equal to the (negative) magnitude of 'delta' along the
* direction of the plane normal t = ratio of (distance from start pos to
* plane) to (distance from start pos to end pos), along axis of plane normal
*/
PN_stdfloat dist_to_p = plane.dist_to_plane(a);
t = (dist_to_p / -dot);
// also compute the actual contact point and time of contact for
// handlers that need it
actual_t = ((dist_to_p - from_radius) / -dot);
actual_t = min((PN_stdfloat)1.0, max((PN_stdfloat)0.0, actual_t));
contact_point = a + (actual_t * delta);
if (t >= 1.0f) {
// Leave it where it is.
} else if (t < 0.0f) {
from_center = a;
moved_from_center = true;
} else {
from_center = a + t * delta;
moved_from_center = true;
}
}
}
normal = (has_effective_normal() && sphere->get_respect_effective_normal()) ? get_effective_normal() : plane.get_normal();
#ifndef NDEBUG
/*if (!IS_THRESHOLD_EQUAL(normal.length_squared(), 1.0f, 0.001), NULL) {
std::cout
<< "polygon within " << entry.get_into_node_path()
<< " has normal " << normal << " of length " << normal.length()
<< "\n";
normal.normalize();
}*/
#endif
// The nearest point within the plane to our center is the intersection of
// the line (center, center - normal) with the plane.
if (!plane.intersects_line(dist, from_center, -(plane.get_normal()))) {
// No intersection with plane? This means the plane's effective normal
// was within the plane itself. A useless polygon.
continue;
}
if (dist > from_radius || dist < -from_radius) {
// No intersection with the plane.
continue;
}
LPoint2 p = to_2d(from_center - dist * plane.get_normal(), ip);
PN_stdfloat edge_dist = 0.0f;
const ClipPlaneAttrib *cpa = entry.get_into_clip_planes();
if (cpa != (ClipPlaneAttrib *)NULL) {
// We have a clip plane; apply it.
Points new_points;
if (apply_clip_plane(new_points, cpa, entry.get_into_node_path().get_net_transform(),ip)) {
// All points are behind the clip plane; just do the default test.
edge_dist = dist_to_polygon(p, _points[ip]);
} else if (new_points.empty()) {
// The polygon is completely clipped.
continue;
} else {
// Test against the clipped polygon.
edge_dist = dist_to_polygon(p, new_points);
}
} else {
// No clip plane is in effect. Do the default test.
edge_dist = dist_to_polygon(p, _points[ip]);
}
max_dist = from_radius;
// Now we have edge_dist, which is the distance from the sphere center to
// the nearest edge of the polygon, within the polygon's plane.
// edge_dist<0 means the point is within the polygon.
if(edge_dist < 0) {
intersect = true;
continue;
}
if((edge_dist > 0) &&
((edge_dist * edge_dist + dist * dist) > from_radius_2)) {
// No intersection; the circle is outside the polygon.
continue;
}
// The sphere appears to intersect the polygon. If the edge is less than
// from_radius away, the sphere may be resting on an edge of the polygon.
// Determine how far the center of the sphere must remain from the plane,
// based on its distance from the nearest edge.
if (edge_dist >= 0.0f) {
PN_stdfloat max_dist_2 = max(from_radius_2 - edge_dist * edge_dist, (PN_stdfloat)0.0);
max_dist = csqrt(max_dist_2);
}
if (dist > max_dist) {
// There's no intersection: the sphere is hanging off the edge.
continue;
}
intersect = true;
}
if( !intersect )
return NULL;
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "intersection detected from " << entry.get_from_node_path()
<< " into " << entry.get_into_node_path() << "\n";
}
PT(CollisionEntry) new_entry = new CollisionEntry(entry);
PN_stdfloat into_depth = max_dist - dist;
if (moved_from_center) {
// We have to base the depth of intersection on the sphere's final resting
// point, not the point from which we tested the intersection.
PN_stdfloat orig_dist;
plane.intersects_line(orig_dist, orig_center, -normal);
into_depth = max_dist - orig_dist;
}
// Clamp the surface point to the box bounds.
LPoint3 surface = from_center - normal * dist;
surface = surface.fmax(_min);
surface = surface.fmin(_max);
new_entry->set_surface_normal(normal);
new_entry->set_surface_point(surface);
new_entry->set_interior_point(surface - normal * into_depth);
new_entry->set_contact_pos(contact_point);
new_entry->set_contact_normal(plane.get_normal());
new_entry->set_t(actual_t);
return new_entry;
}
/**
* Double dispatch point for ray as a FROM object
*/
PT(CollisionEntry) CollisionBox::
test_intersection_from_ray(const CollisionEntry &entry) const {
const CollisionRay *ray;
DCAST_INTO_R(ray, entry.get_from(), NULL);
const LMatrix4 &wrt_mat = entry.get_wrt_mat();
LPoint3 from_origin = ray->get_origin() * wrt_mat;
LVector3 from_direction = ray->get_direction() * wrt_mat;
int i, j;
PN_stdfloat t;
PN_stdfloat near_t = 0.0;
bool intersect;
LPlane plane;
LPlane near_plane;
// Returns the details about the first plane of the box that the ray
// intersects.
for (i = 0, intersect = false, t = 0, j = 0; i < 6 && j < 2; i++) {
plane = get_plane(i);
if (!plane.intersects_line(t, from_origin, from_direction)) {
// No intersection. The ray is parallel to the plane.
continue;
}
if (t < 0.0f) {
// The intersection point is before the start of the ray, and so the ray
// is entirely in front of the plane.
continue;
}
LPoint3 plane_point = from_origin + t * from_direction;
LPoint2 p = to_2d(plane_point, i);
if (!point_is_inside(p, _points[i])){
continue;
}
intersect = true;
if (j) {
if(t < near_t) {
near_plane = plane;
near_t = t;
}
}
else {
near_plane = plane;
near_t = t;
}
++j;
}
if(!intersect) {
// No intersection with ANY of the box's planes has been detected
return NULL;
}
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "intersection detected from " << entry.get_from_node_path()
<< " into " << entry.get_into_node_path() << "\n";
}
PT(CollisionEntry) new_entry = new CollisionEntry(entry);
LPoint3 into_intersection_point = from_origin + near_t * from_direction;
LVector3 normal =
(has_effective_normal() && ray->get_respect_effective_normal())
? get_effective_normal() : near_plane.get_normal();
new_entry->set_surface_normal(normal);
new_entry->set_surface_point(into_intersection_point);
return new_entry;
}
/**
* Double dispatch point for segment as a FROM object
*/
PT(CollisionEntry) CollisionBox::
test_intersection_from_segment(const CollisionEntry &entry) const {
const CollisionSegment *seg;
DCAST_INTO_R(seg, entry.get_from(), NULL);
const LMatrix4 &wrt_mat = entry.get_wrt_mat();
LPoint3 from_origin = seg->get_point_a() * wrt_mat;
LPoint3 from_extent = seg->get_point_b() * wrt_mat;
LVector3 from_direction = from_extent - from_origin;
int i, j;
PN_stdfloat t;
PN_stdfloat near_t = 0.0;
bool intersect;
LPlane plane;
LPlane near_plane;
// Returns the details about the first plane of the box that the segment
// intersects.
for(i = 0, intersect = false, t = 0, j = 0; i < 6 && j < 2; i++) {
plane = get_plane(i);
if (!plane.intersects_line(t, from_origin, from_direction)) {
// No intersection. The segment is parallel to the plane.
continue;
}
if (t < 0.0f || t > 1.0f) {
// The intersection point is before the start of the segment, or after
// the end of the segment, so the segment is either entirely in front of
// or behind the plane.
continue;
}
LPoint3 plane_point = from_origin + t * from_direction;
LPoint2 p = to_2d(plane_point, i);
if (!point_is_inside(p, _points[i])){
continue;
}
intersect = true;
if(j) {
if(t < near_t) {
near_plane = plane;
near_t = t;
}
}
else {
near_plane = plane;
near_t = t;
}
++j;
}
if(!intersect) {
// No intersection with ANY of the box's planes has been detected
return NULL;
}
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "intersection detected from " << entry.get_from_node_path()
<< " into " << entry.get_into_node_path() << "\n";
}
PT(CollisionEntry) new_entry = new CollisionEntry(entry);
LPoint3 into_intersection_point = from_origin + near_t * from_direction;
LVector3 normal =
(has_effective_normal() && seg->get_respect_effective_normal())
? get_effective_normal() : near_plane.get_normal();
new_entry->set_surface_normal(normal);
new_entry->set_surface_point(into_intersection_point);
return new_entry;
}
/**
* Double dispatch point for box as a FROM object
*/
PT(CollisionEntry) CollisionBox::
test_intersection_from_box(const CollisionEntry &entry) const {
const CollisionBox *box;
DCAST_INTO_R(box, entry.get_from(), NULL);
const LMatrix4 &wrt_mat = entry.get_wrt_mat();
LPoint3 diff = wrt_mat.xform_point_general(box->get_center()) - _center;
LVector3 from_extents = box->get_dimensions() * 0.5f;
LVector3 into_extents = get_dimensions() * 0.5f;
LVecBase3 box_x = wrt_mat.get_row3(0);
LVecBase3 box_y = wrt_mat.get_row3(1);
LVecBase3 box_z = wrt_mat.get_row3(2);
// To make the math simpler, normalize the box basis vectors, instead
// applying the scale to the box dimensions. Note that this doesn't work
// for a non-uniform scales applied after a rotation, since that has the
// possibility of making the box no longer a box.
PN_stdfloat l;
l = box_x.length();
from_extents[0] *= l;
box_x /= l;
l = box_y.length();
from_extents[1] *= l;
box_y /= l;
l = box_z.length();
from_extents[2] *= l;
box_z /= l;
PN_stdfloat r1, r2;
PN_stdfloat min_pen = 0;
PN_stdfloat pen;
int axis = 0;
// SAT test for the three axes of the into cube.
r1 = into_extents[0];
r2 = cabs(box_x[0] * from_extents[0]) +
cabs(box_y[0] * from_extents[1]) +
cabs(box_z[0] * from_extents[2]);
pen = r1 + r2 - cabs(diff[0]);
if (pen < 0) {
return NULL;
}
min_pen = pen;
r1 = into_extents[1];
r2 = cabs(box_x[1] * from_extents[0]) +
cabs(box_y[1] * from_extents[1]) +
cabs(box_z[1] * from_extents[2]);
pen = r1 + r2 - cabs(diff[1]);
if (pen < 0) {
return NULL;
}
if (pen < min_pen) {
min_pen = pen;
axis = 1;
}
r1 = into_extents[2];
r2 = cabs(box_x[2] * from_extents[0]) +
cabs(box_y[2] * from_extents[1]) +
cabs(box_z[2] * from_extents[2]);
pen = r1 + r2 - cabs(diff[2]);
if (pen < 0) {
return NULL;
}
if (pen < min_pen) {
min_pen = pen;
axis = 2;
}
// SAT test for the three axes of the from cube.
r1 = cabs(box_x[0] * into_extents[0]) +
cabs(box_x[1] * into_extents[1]) +
cabs(box_x[2] * into_extents[2]);
r2 = from_extents[0];
pen = r1 + r2 - cabs(diff.dot(box_x));
if (pen < 0) {
return NULL;
}
if (pen < min_pen) {
min_pen = pen;
}
r1 = cabs(box_y[0] * into_extents[0]) +
cabs(box_y[1] * into_extents[1]) +
cabs(box_y[2] * into_extents[2]);
r2 = from_extents[1];
pen = r1 + r2 - cabs(diff.dot(box_y));
if (pen < 0) {
return NULL;
}
if (pen < min_pen) {
min_pen = pen;
}
r1 = cabs(box_z[0] * into_extents[0]) +
cabs(box_z[1] * into_extents[1]) +
cabs(box_z[2] * into_extents[2]);
r2 = from_extents[2];
pen = r1 + r2 - cabs(diff.dot(box_z));
if (pen < 0) {
return NULL;
}
if (pen < min_pen) {
min_pen = pen;
}
// SAT test of the nine cross products.
r1 = into_extents[1] * cabs(box_x[2]) + into_extents[2] * cabs(box_x[1]);
r2 = from_extents[1] * cabs(box_z[0]) + from_extents[2] * cabs(box_y[0]);
if (cabs(diff[2] * box_x[1] - diff[1] * box_x[2]) > r1 + r2) {
return NULL;
}
r1 = into_extents[1] * cabs(box_y[2]) + into_extents[2] * cabs(box_y[1]);
r2 = from_extents[0] * cabs(box_z[0]) + from_extents[2] * cabs(box_x[0]);
if (cabs(diff[2] * box_y[1] - diff[1] * box_y[2]) > r1 + r2) {
return NULL;
}
r1 = into_extents[1] * cabs(box_z[2]) + into_extents[2] * cabs(box_z[1]);
r2 = from_extents[0] * cabs(box_y[0]) + from_extents[1] * cabs(box_x[0]);
if (cabs(diff[2] * box_z[1] - diff[1] * box_z[2]) > r1 + r2) {
return NULL;
}
r1 = into_extents[0] * cabs(box_x[2]) + into_extents[2] * cabs(box_x[0]);
r2 = from_extents[1] * cabs(box_z[1]) + from_extents[2] * cabs(box_y[1]);
if (cabs(diff[0] * box_x[2] - diff[2] * box_x[0]) > r1 + r2) {
return NULL;
}
r1 = into_extents[0] * cabs(box_y[2]) + into_extents[2] * cabs(box_y[0]);
r2 = from_extents[0] * cabs(box_z[1]) + from_extents[2] * cabs(box_x[1]);
if (cabs(diff[0] * box_y[2] - diff[2] * box_y[0]) > r1 + r2) {
return NULL;
}
r1 = into_extents[0] * cabs(box_z[2]) + into_extents[2] * cabs(box_z[0]);
r2 = from_extents[0] * cabs(box_y[1]) + from_extents[1] * cabs(box_x[1]);
if (cabs(diff[0] * box_z[2] - diff[2] * box_z[0]) > r1 + r2) {
return NULL;
}
r1 = into_extents[0] * cabs(box_x[1]) + into_extents[1] * cabs(box_x[0]);
r2 = from_extents[1] * cabs(box_z[2]) + from_extents[2] * cabs(box_y[2]);
if (cabs(diff[1] * box_x[0] - diff[0] * box_x[1]) > r1 + r2) {
return NULL;
}
r1 = into_extents[0] * cabs(box_y[1]) + into_extents[1] * cabs(box_y[0]);
r2 = from_extents[0] * cabs(box_z[2]) + from_extents[2] * cabs(box_x[2]);
if (cabs(diff[1] * box_y[0] - diff[0] * box_y[1]) > r1 + r2) {
return NULL;
}
r1 = into_extents[0] * cabs(box_z[1]) + into_extents[1] * cabs(box_z[0]);
r2 = from_extents[0] * cabs(box_y[2]) + from_extents[1] * cabs(box_x[2]);
if (cabs(diff[1] * box_z[0] - diff[0] * box_z[1]) > r1 + r2) {
return NULL;
}
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "intersection detected from " << entry.get_from_node_path()
<< " into " << entry.get_into_node_path() << "\n";
}
PT(CollisionEntry) new_entry = new CollisionEntry(entry);
// This isn't always the correct surface point. However, it seems to be
// enough to let the pusher do the right thing.
LPoint3 surface(
min(max(diff[0], -into_extents[0]), into_extents[0]),
min(max(diff[1], -into_extents[1]), into_extents[1]),
min(max(diff[2], -into_extents[2]), into_extents[2]));
// Create the normal along the axis of least penetration.
LVector3 normal(0);
PN_stdfloat diff_axis = diff[axis];
int sign = (diff_axis >= 0) ? 1 : -1;
normal[axis] = sign;
surface[axis] = into_extents[axis] * sign;
new_entry->set_surface_point(surface + _center);
// Does not generate the correct depth. Needs fixing.
new_entry->set_interior_point(surface + _center + normal * -min_pen);
if (has_effective_normal() && box->get_respect_effective_normal()) {
new_entry->set_surface_normal(get_effective_normal());
} else {
new_entry->set_surface_normal(normal);
}
return new_entry;
}
/**
* Fills the _viz_geom GeomNode up with Geoms suitable for rendering this
* solid.
*/
void CollisionBox::
fill_viz_geom() {
if (collide_cat.is_debug()) {
collide_cat.debug()
<< "Recomputing viz for " << *this << "\n";
}
PT(GeomVertexData) vdata = new GeomVertexData
("collision", GeomVertexFormat::get_v3(),
Geom::UH_static);
vdata->unclean_set_num_rows(8);
{
GeomVertexWriter vertex(vdata, InternalName::get_vertex());
vertex.set_data3(_min[0], _min[1], _min[2]);
vertex.set_data3(_min[0], _max[1], _min[2]);
vertex.set_data3(_max[0], _max[1], _min[2]);
vertex.set_data3(_max[0], _min[1], _min[2]);
vertex.set_data3(_min[0], _min[1], _max[2]);
vertex.set_data3(_min[0], _max[1], _max[2]);
vertex.set_data3(_max[0], _max[1], _max[2]);
vertex.set_data3(_max[0], _min[1], _max[2]);
}
PT(GeomTriangles) tris = new GeomTriangles(Geom::UH_static);
// Bottom
tris->add_vertices(0, 1, 2);
tris->add_vertices(2, 3, 0);
// Top
tris->add_vertices(4, 7, 6);
tris->add_vertices(6, 5, 4);
// Sides
tris->add_vertices(0, 4, 1);
tris->add_vertices(1, 4, 5);
tris->add_vertices(1, 5, 2);
tris->add_vertices(2, 5, 6);
tris->add_vertices(2, 6, 3);
tris->add_vertices(3, 6, 7);
tris->add_vertices(3, 7, 0);
tris->add_vertices(0, 7, 4);
PT(Geom) geom = new Geom(vdata);
geom->add_primitive(tris);
_viz_geom->add_geom(geom, get_solid_viz_state());
_bounds_viz_geom->add_geom(geom, get_solid_bounds_viz_state());
}
/**
* Clips the polygon by all of the clip planes named in the clip plane
* attribute and fills new_points up with the resulting points.
*
* The return value is true if the set of points is unmodified (all points are
* behind all the clip planes), or false otherwise.
*/
bool CollisionBox::
apply_clip_plane(CollisionBox::Points &new_points,
const ClipPlaneAttrib *cpa,
const TransformState *net_transform, int plane_no) const {
bool all_in = true;
int num_planes = cpa->get_num_on_planes();
bool first_plane = true;
for (int i = 0; i < num_planes; i++) {
NodePath plane_path = cpa->get_on_plane(i);
PlaneNode *plane_node = DCAST(PlaneNode, plane_path.node());
if ((plane_node->get_clip_effect() & PlaneNode::CE_collision) != 0) {
CPT(TransformState) new_transform =
net_transform->invert_compose(plane_path.get_net_transform());
LPlane plane = plane_node->get_plane() * new_transform->get_mat();
if (first_plane) {
first_plane = false;
if (!clip_polygon(new_points, _points[plane_no], plane, plane_no)) {
all_in = false;
}
} else {
Points last_points;
last_points.swap(new_points);
if (!clip_polygon(new_points, last_points, plane, plane_no)) {
all_in = false;
}
}
}
}
if (!all_in) {
compute_vectors(new_points);
}
return all_in;
}
/**
* Clips the source_points of the polygon by the indicated clipping plane, and
* modifies new_points to reflect the new set of clipped points (but does not
* compute the vectors in new_points).
*
* The return value is true if the set of points is unmodified (all points are
* behind the clip plane), or false otherwise.
*/
bool CollisionBox::
clip_polygon(CollisionBox::Points &new_points,
const CollisionBox::Points &source_points,
const LPlane &plane, int plane_no) const {
new_points.clear();
if (source_points.empty()) {
return true;
}
LPoint3 from3d;
LVector3 delta3d;
if (!plane.intersects_plane(from3d, delta3d, get_plane(plane_no))) {
// The clipping plane is parallel to the polygon. The polygon is either
// all in or all out.
if (plane.dist_to_plane(get_plane(plane_no).get_point()) < 0.0) {
// A point within the polygon is behind the clipping plane: the polygon
// is all in.
new_points = source_points;
return true;
}
return false;
}
// Project the line of intersection into the 2-d plane. Now we have a 2-d
// clipping line.
LPoint2 from2d = to_2d(from3d,plane_no);
LVector2 delta2d = to_2d(delta3d,plane_no);
PN_stdfloat a = -delta2d[1];
PN_stdfloat b = delta2d[0];
PN_stdfloat c = from2d[0] * delta2d[1] - from2d[1] * delta2d[0];
// Now walk through the points. Any point on the left of our line gets
// removed, and the line segment clipped at the point of intersection.
// We might increase the number of vertices by as many as 1, if the plane
// clips off exactly one corner. (We might also decrease the number of
// vertices, or keep them the same number.)
new_points.reserve(source_points.size() + 1);
LPoint2 last_point = source_points.back()._p;
bool last_is_in = !is_right(last_point - from2d, delta2d);
bool all_in = last_is_in;
Points::const_iterator pi;
for (pi = source_points.begin(); pi != source_points.end(); ++pi) {
const LPoint2 &this_point = (*pi)._p;
bool this_is_in = !is_right(this_point - from2d, delta2d);
// There appears to be a compiler bug in gcc 4.0: we need to extract this
// comparison outside of the if statement.
bool crossed_over = (this_is_in != last_is_in);
if (crossed_over) {
// We have just crossed over the clipping line. Find the point of
// intersection.
LVector2 d = this_point - last_point;
PN_stdfloat denom = (a * d[0] + b * d[1]);
if (denom != 0.0) {
PN_stdfloat t = -(a * last_point[0] + b * last_point[1] + c) / denom;
LPoint2 p = last_point + t * d;
new_points.push_back(PointDef(p[0], p[1]));
last_is_in = this_is_in;
}
}
if (this_is_in) {
// We are behind the clipping line. Keep the point.
new_points.push_back(PointDef(this_point[0], this_point[1]));
} else {
all_in = false;
}
last_point = this_point;
}
return all_in;
}
/**
* Returns the linear distance from the 2-d point to the nearest part of the
* polygon defined by the points vector. The result is negative if the point
* is within the polygon.
*/
PN_stdfloat CollisionBox::
dist_to_polygon(const LPoint2 &p, const CollisionBox::Points &points) const {
// We know that that the polygon is convex and is defined with the points in
// counterclockwise order. Therefore, we simply compare the signed distance
// to each line segment; we ignore any negative values, and take the minimum
// of all the positive values.
// If all values are negative, the point is within the polygon; we therefore
// return an arbitrary negative result.
bool got_dist = false;
PN_stdfloat best_dist = -1.0f;
size_t num_points = points.size();
for (size_t i = 0; i < num_points - 1; ++i) {
PN_stdfloat d = dist_to_line_segment(p, points[i]._p, points[i + 1]._p,
points[i]._v);
if (d >= 0.0f) {
if (!got_dist || d < best_dist) {
best_dist = d;
got_dist = true;
}
}
}
PN_stdfloat d = dist_to_line_segment(p, points[num_points - 1]._p, points[0]._p,
points[num_points - 1]._v);
if (d >= 0.0f) {
if (!got_dist || d < best_dist) {
best_dist = d;
got_dist = true;
}
}
return best_dist;
}
/**
* Returns the linear distance of p to the line segment defined by f and t,
* where v = (t - f).normalize(). The result is negative if p is left of the
* line, positive if it is right of the line. If the result is positive, it
* is constrained by endpoints of the line segment (i.e. the result might be
* larger than it would be for a straight distance-to-line test). If the
* result is negative, we don't bother.
*/
PN_stdfloat CollisionBox::
dist_to_line_segment(const LPoint2 &p,
const LPoint2 &f, const LPoint2 &t,
const LVector2 &v) {
LVector2 v1 = (p - f);
PN_stdfloat d = (v1[0] * v[1] - v1[1] * v[0]);
if (d < 0.0f) {
return d;
}
// Compute the nearest point on the line.
LPoint2 q = p + LVector2(-v[1], v[0]) * d;
// Now constrain that point to the line segment.
if (v[0] > 0.0f) {
// X+
if (v[1] > 0.0f) {
// Y+
if (v[0] > v[1]) {
// X-dominant.
if (q[0] < f[0]) {
return (p - f).length();
} if (q[0] > t[0]) {
return (p - t).length();
} else {
return d;
}
} else {
// Y-dominant.
if (q[1] < f[1]) {
return (p - f).length();
} if (q[1] > t[1]) {
return (p - t).length();
} else {
return d;
}
}
} else {
// Y-
if (v[0] > -v[1]) {
// X-dominant.
if (q[0] < f[0]) {
return (p - f).length();
} if (q[0] > t[0]) {
return (p - t).length();
} else {
return d;
}
} else {
// Y-dominant.
if (q[1] > f[1]) {
return (p - f).length();
} if (q[1] < t[1]) {
return (p - t).length();
} else {
return d;
}
}
}
} else {
// X-
if (v[1] > 0.0f) {
// Y+
if (-v[0] > v[1]) {
// X-dominant.
if (q[0] > f[0]) {
return (p - f).length();
} if (q[0] < t[0]) {
return (p - t).length();
} else {
return d;
}
} else {
// Y-dominant.
if (q[1] < f[1]) {
return (p - f).length();
} if (q[1] > t[1]) {
return (p - t).length();
} else {
return d;
}
}
} else {
// Y-
if (-v[0] > -v[1]) {
// X-dominant.
if (q[0] > f[0]) {
return (p - f).length();
} if (q[0] < t[0]) {
return (p - t).length();
} else {
return d;
}
} else {
// Y-dominant.
if (q[1] > f[1]) {
return (p - f).length();
} if (q[1] < t[1]) {
return (p - t).length();
} else {
return d;
}
}
}
}
}
/**
* Returns true if the indicated point is within the polygon's 2-d space,
* false otherwise.
*/
bool CollisionBox::
point_is_inside(const LPoint2 &p, const CollisionBox::Points &points) const {
// We insist that the polygon be convex. This makes things a bit simpler.
// In the case of a convex polygon, defined with points in counterclockwise
// order, a point is interior to the polygon iff the point is not right of
// each of the edges.
for (int i = 0; i < (int)points.size() - 1; i++) {
if (is_right(p - points[i]._p, points[i+1]._p - points[i]._p)) {
return false;
}
}
if (is_right(p - points[points.size() - 1]._p,
points[0]._p - points[points.size() - 1]._p)) {
return false;
}
return true;
}
/**
* Now that the _p members of the given points array have been computed, go
* back and compute all of the _v members.
*/
void CollisionBox::
compute_vectors(Points &points) {
size_t num_points = points.size();
for (size_t i = 0; i < num_points; i++) {
points[i]._v = points[(i + 1) % num_points]._p - points[i]._p;
points[i]._v.normalize();
}
}
/**
* Factory method to generate a CollisionBox object
*/
void CollisionBox::
register_with_read_factory() {
BamReader::get_factory()->register_factory(get_class_type(), make_CollisionBox);
}
/**
* Function to write the important information in the particular object to a
* Datagram
*/
void CollisionBox::
write_datagram(BamWriter *manager, Datagram &me) {
CollisionSolid::write_datagram(manager, me);
_center.write_datagram(me);
_min.write_datagram(me);
_max.write_datagram(me);
for(int i=0; i < 8; i++) {
_vertex[i].write_datagram(me);
}
me.add_stdfloat(_radius);
me.add_stdfloat(_x);
me.add_stdfloat(_y);
me.add_stdfloat(_z);
for(int i=0; i < 6; i++) {
_planes[i].write_datagram(me);
}
for(int i=0; i < 6; i++) {
_to_2d_mat[i].write_datagram(me);
}
for(int i=0; i < 6; i++) {
me.add_uint16(_points[i].size());
for (size_t j = 0; j < _points[i].size(); j++) {
_points[i][j]._p.write_datagram(me);
_points[i][j]._v.write_datagram(me);
}
}
}
/**
* Factory method to generate a CollisionBox object
*/
TypedWritable *CollisionBox::
make_CollisionBox(const FactoryParams &params) {
CollisionBox *me = new CollisionBox;
DatagramIterator scan;
BamReader *manager;
parse_params(params, scan, manager);
me->fillin(scan, manager);
return me;
}
/**
* Function that reads out of the datagram (or asks manager to read) all of
* the data that is needed to re-create this object and stores it in the
* appropiate place
*/
void CollisionBox::
fillin(DatagramIterator& scan, BamReader* manager) {
CollisionSolid::fillin(scan, manager);
_center.read_datagram(scan);
_min.read_datagram(scan);
_max.read_datagram(scan);
for(int i=0; i < 8; i++) {
_vertex[i].read_datagram(scan);
}
_radius = scan.get_stdfloat();
_x = scan.get_stdfloat();
_y = scan.get_stdfloat();
_z = scan.get_stdfloat();
for(int i=0; i < 6; i++) {
_planes[i].read_datagram(scan);
}
for(int i=0; i < 6; i++) {
_to_2d_mat[i].read_datagram(scan);
}
for(int i=0; i < 6; i++) {
size_t size = scan.get_uint16();
for (size_t j = 0; j < size; j++) {
LPoint2 p;
LVector2 v;
p.read_datagram(scan);
v.read_datagram(scan);
_points[i].push_back(PointDef(p, v));
}
}
}