thug/Code/Gel/Collision/Collision.h

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/*****************************************************************************
** **
** Neversoft Entertainment **
** **
** Copyright (C) 2002 - All Rights Reserved **
** **
******************************************************************************
** **
** Project: PS2 **
** **
** Module: Nx **
** **
** File name: Collision.h **
** **
** Created: 02/15/2002 - grj **
** **
*****************************************************************************/
#ifndef __GEL_COLLISION_H
#define __GEL_COLLISION_H
/*****************************************************************************
** Includes **
*****************************************************************************/
#ifndef __CORE_DEFINES_H
#include <core/defines.h>
#endif
#include <core/math.h>
#include <core/math/geometry.h>
#include <gfx/Image/ImageBasic.h>
#include <gfx/nxflags.h>
#include <gel/collision/collenums.h>
#include <gel/collision/colltridata.h>
/*****************************************************************************
** Defines **
*****************************************************************************/
namespace Obj
{
class CCompositeObject;
}
namespace Nx
{
const int MAX_NUM_2D_COLLISIONS_REPORTED = 32;
// Forward declarations
class CCollObj;
class CCollMulti;
class CCollStatic;
struct CollData;
class CBatchTriCollMan;
class CCollCache;
struct SCollSurface
{
Mth::Vector normal; /**< Triangle normal */
Mth::Vector point; /**< First triangle vertex */
int index; /**< Index of surface in object (if applicable) */
//Mth::Vector * vertices[3]; /**< Pointers to three triangle vertices */
};
// structure used to record the collision of a single triangle with a 2D object; a collision test for a 2D object will generate a set of these
struct S2DCollSurface
{
struct S2DCollEndpoint
{
Mth::Vector point; // endpoint position
Mth::Vector tangent; // normalized tangent vector to the endpoint
char tangent_exists; // if a tangent of the endpoint is defined
};
S2DCollEndpoint ends[2]; // endpoints of the line cut through the triangle by the collision
Mth::Vector normal; // normal of the collided triangle
uint32 node_name;
char trigger;
};
struct CollData
{
SCollSurface surface;
float dist;
uint16 ignore_1; // bitmask, ignore poly if flags matching tis mask are 1
uint16 ignore_0; // ditto, but for flags that are 0
uint16 flags;
ETerrainType terrain;
CCollObj *p_coll_object; // the sector (object) with which we collided
uint32 node_name; // checsum of name of node associated with this object
uint32 script; // set to the script checksum of the object (or NULL if none)
void (*callback)( CollData* p_col_data); // a callback called every frame
void *p_callback_data; // pointer to some data the callback can use
Obj::CCompositeObject *mp_callback_object; // set only during callbacks
char coll_found;
char trigger; // true if it was a trigger (if mFD_TRIGGER flag is set on the colliding face)
};
// collision data generated by a collision test for a 2D object
struct S2DCollData
{
S2DCollSurface p_surfaces[MAX_NUM_2D_COLLISIONS_REPORTED]; // surfaces collided with
int num_surfaces; // number of surfaces collided with
uint16 ignore_1;
uint16 ignore_0;
};
// enum used internally by the rectangle collision code to keep track of which triangle edge a collision line endpoint is at
enum ETriangleEdgeType
{
NO_TRIANGLE_EDGE, TRIANGLE_EDGE_V0_V1, TRIANGLE_EDGE_V1_V2, TRIANGLE_EDGE_V2_V0
};
/*****************************************************************************
** Class Definitions **
*****************************************************************************/
////////////////////////////////////////////////////////////////
// The base class for collision
class CCollObj
{
public:
CCollObj();
virtual ~CCollObj();
uint32 GetChecksum() const;
void SetChecksum(uint32 checksum); // For cloning
uint16 GetObjectFlags() const;
void SetObjectFlags(uint16 flags);
void ClearObjectFlags(uint16 flags);
//
virtual bool IsTriangleCollision() const { return false; } // by default, no triangle collision
//
virtual uint32 GetFaceFlags(int face_idx) const = 0;
virtual uint16 GetFaceTerrainType(int face_idx) const = 0;
//
virtual void SetGeometry(CCollObjTriData *p_geom_data);
CCollObjTriData * GetGeometry() const;
//
virtual void SetWorldPosition(const Mth::Vector & pos) = 0;
virtual void SetOrientation(const Mth::Matrix & orient) = 0;
// The Get functions are virtual in case Static and Movable differ at a later point
virtual const Mth::Vector & GetWorldPosition() const = 0;
virtual const Mth::Matrix & GetOrientation() const = 0;
virtual Mth::Vector GetVertexPos(int vert_idx) const = 0;
virtual Obj::CCompositeObject *GetMovingObject() const;
virtual void SetMovingObject(Obj::CCompositeObject *p_movable_object);
// Clone
virtual CCollObj * Clone(bool instance = false) = 0;
// The virtual collision functions
virtual bool WithinBBox(const Mth::CBBox & testBBox) = 0; // VERY quick test to see if we're in bbox range.
// Derived class may always return TRUE if it isn't
// worth checking.
virtual bool CollisionWithLine(const Mth::Line & testLine, const Mth::Vector & lineDir, CollData *p_data, Mth::CBBox *p_bbox) = 0;
virtual bool CollisionWithRectangle(const Mth::Rectangle& testRect, const Mth::CBBox& testRectBBox, S2DCollData *p_coll_data) = 0;
// Wireframe drawing
virtual void DebugRender(uint32 ignore_1, uint32 ignore_0) = 0;
// Conversion functions
static CollType sConvertTypeChecksum(uint32 checksum);
// Collision creation
static CCollObj * sCreateStaticCollision(CollType type, Nx::CCollObjTriData *p_coll_obj_data, int num_coll_objects);
static CCollObj * sCreateMovableCollision(CollType type, Nx::CCollObjTriData *p_coll_obj_data, int num_coll_objects,
Obj::CCompositeObject *p_object);
// Does collision against all the static collision in the SuperSectors
static bool sFindNearestStaticCollision(Mth::Line &is, CollData *p_data, void *p_callback = NULL, CCollCache *p_cache = NULL);
static bool sFindFarStaticCollision(Mth::Line &is, CollData *p_data, void *p_callback = NULL, CCollCache *p_cache = NULL);
// Does collision against all the movable collision
static Obj::CCompositeObject * sFindNearestMovableCollision(Mth::Line &is, CollData *p_data, void *p_callback = NULL, CCollCache *p_cache = NULL);
static Obj::CCompositeObject * sFindFarMovableCollision(Mth::Line &is, CollData *p_data, void *p_callback = NULL, CCollCache *p_cache = NULL);
// Does rect collision against all the static collision
static bool sFindRectangleStaticCollision(Mth::Rectangle& rect, S2DCollData* p_coll_data, CCollCache* p_cache = NULL);
// Triangle collision function
static bool sRayTriangleCollision(const Mth::Vector *rayStart, const Mth::Vector *rayDir,
Mth::Vector *v0, Mth::Vector *v1, Mth::Vector *v2, float *distance);
static bool sRectangleTriangleCollision(const Mth::Rectangle *rect,
const Mth::Vector *v0, const Mth::Vector *v1, const Mth::Vector *v2,
Mth::Vector p_collision_endpoints[2], ETriangleEdgeType p_collision_triangle_edges[2] );
// 2D line-line collision function
static bool s2DLineLineCollision ( float p_start_X, float p_start_Y, float p_delta_X, float p_delta_Y,
float q_start_X, float q_start_Y, float q_delta_X, float q_delta_Y, float *s );
protected:
virtual Mth::CBBox *get_bbox(); // Gets the quick bbox
// Called on every collision found. Returns true if this was the best collision so far.
static bool s_found_collision(const Mth::Line *p_is, CCollObj *p_coll_object, SCollSurface *p_collSurface,
float distance, CollData *p_collData);
uint32 m_checksum;
uint16 m_Flags;
// Triangle data, similar to CCollSector's
CCollObjTriData *mp_coll_tri_data;
static const float sLINE_BOX_EXTENT; // Extent of box around collision line
// Friends
friend CCollMulti;
friend CBatchTriCollMan;
friend CCollCache;
};
////////////////////////////////////////////////////////////////
// Collision List
class CCollMulti : public CCollObj
{
public:
CCollMulti();
virtual ~CCollMulti();
//
virtual bool IsTriangleCollision() const;
//
virtual void SetWorldPosition(const Mth::Vector & pos);
virtual void SetOrientation(const Mth::Matrix & orient);
// The following Get functions must be defined, but should never be called
virtual void SetGeometry(CCollObjTriData *p_geom_data);
virtual const Mth::Vector & GetWorldPosition() const;
virtual const Mth::Matrix & GetOrientation() const;
virtual uint32 GetFaceFlags(int face_idx) const;
virtual uint16 GetFaceTerrainType(int face_idx) const;
virtual Mth::Vector GetVertexPos(int vert_idx) const;
virtual Obj::CCompositeObject *GetMovingObject() const;
virtual void SetMovingObject(Obj::CCompositeObject *p_movable_object);
// Add to collision list
void AddCollision(CCollObj *p_collision);
// Clone
virtual CCollObj * Clone(bool instance = false);
// The virtual collision functions
virtual bool WithinBBox(const Mth::CBBox & testBBox); // VERY quick test to see if we're in bbox range.
// Derived class may always return TRUE if it isn't
// worth checking.
virtual bool CollisionWithLine(const Mth::Line & testLine, const Mth::Vector & lineDir, CollData *p_data, Mth::CBBox *p_bbox);
virtual bool CollisionWithRectangle(const Mth::Rectangle& testRect, const Mth::CBBox& testRectBBox, S2DCollData *p_coll_data);
// Wireframe drawing
virtual void DebugRender(uint32 ignore_1, uint32 ignore_0);
protected:
virtual Mth::CBBox *get_bbox(); // Gets the quick bbox
private:
void update_world_bbox();
//
Lst::Head<CCollObj> *mp_collision_list;
Mth::CBBox m_world_bbox;
bool m_movement_changed; // Set to true every time SetWorldPosition() is called
bool m_world_bbox_valid;
// Pointer to moving object
Obj::CCompositeObject *mp_movable_object;
};
////////////////////////////////////////////////////////////////
// Static object collision
class CCollStatic : public CCollObj
{
public:
virtual ~CCollStatic();
//
virtual void SetWorldPosition(const Mth::Vector & pos);
virtual void SetOrientation(const Mth::Matrix & orient);
virtual const Mth::Vector & GetWorldPosition() const;
virtual const Mth::Matrix & GetOrientation() const;
virtual Mth::Vector GetVertexPos(int vert_idx) const;
// SuperSector ID access
uint8 GetSuperSectorID() const;
void SetSuperSectorID(uint8);
virtual void RotateY(const Mth::Vector & world_origin, Mth::ERot90 rot_y) = 0;
virtual void Scale(const Mth::Vector & world_origin, const Mth::Vector& scale) = 0;
protected:
CCollStatic(); // Only the derived classes should call this
// The position and orientation are already factored into the collision
// data, unlike the Movable counterpart.
// Mth::Vector m_world_pos;
// Mth::Matrix m_orient;
static Mth::Vector sWorldPos; // just a dummy for now....
static Mth::Matrix sOrient; // just a dummy for now....
//
uint8 m_op_id; // SuperSector ID
};
////////////////////////////////////////////////////////////////
// Movable object collision
class CCollMovable : public CCollObj
{
public:
virtual ~CCollMovable();
//
virtual void SetWorldPosition(const Mth::Vector & pos);
virtual void SetOrientation(const Mth::Matrix & orient);
virtual const Mth::Vector & GetWorldPosition() const;
virtual const Mth::Matrix & GetOrientation() const;
virtual Mth::Vector GetVertexPos(int vert_idx) const;
virtual Obj::CCompositeObject *GetMovingObject() const;
virtual void SetMovingObject(Obj::CCompositeObject *p_movable_object);
protected:
CCollMovable(); // Only the derived classes should call this
void convert_line_to_local(const Mth::Line &world_line, Mth::Line &local_line);
// These will be set by the CMovableObject
Mth::Vector m_world_pos;
Mth::Matrix m_orient;
Mth::Matrix m_orient_transpose;
// Pointer to moving object
Obj::CCompositeObject *mp_movable_object;
};
////////////////////////////////////////////////////////////////
// Movable collision using axis-aligned bounding box data
class CCollMovBBox : public CCollMovable
{
public:
CCollMovBBox();
CCollMovBBox(CCollObjTriData *p_coll_data);
virtual ~CCollMovBBox();
virtual void SetGeometry(CCollObjTriData *p_geom_data); // Also sets the bounding box based on it
void SetBoundingBox(const Mth::CBBox & bbox); // Sets bounding box (will go away)
virtual uint32 GetFaceFlags(int face_idx) const;
virtual uint16 GetFaceTerrainType(int face_idx) const;
// Clone
virtual CCollObj * Clone(bool instance = false);
// The virtual collision functions
virtual bool WithinBBox(const Mth::CBBox & testBBox); // Will always return TRUE because it isn't
// worth checking.
virtual bool CollisionWithLine(const Mth::Line & testLine, const Mth::Vector & lineDir, CollData *p_data, Mth::CBBox *p_bbox);
virtual bool CollisionWithRectangle(const Mth::Rectangle& testRect, const Mth::CBBox& testRectBBox, S2DCollData *p_coll_data);
// Wireframe drawing
virtual void DebugRender(uint32 ignore_1, uint32 ignore_0);
private:
Mth::CBBox m_bbox;
// Face data (bbox is considered one face)
uint32 m_flags;
uint16 m_terrain_type; // terrain type
Image::RGBA m_rgba; // just one color
};
////////////////////////////////////////////////////////////////
// Movable collision using triangles
class CCollStaticTri : public CCollStatic
{
public:
CCollStaticTri();
CCollStaticTri(CCollObjTriData *p_coll_data);
virtual ~CCollStaticTri();
//
virtual bool IsTriangleCollision() const { return true; }
//virtual void SetGeometry(CCollObjTriData *p_geom_data);
virtual void SetWorldPosition(const Mth::Vector & pos);
virtual void SetOrientation(const Mth::Matrix & orient);
virtual uint32 GetFaceFlags(int face_idx) const;
virtual uint16 GetFaceTerrainType(int face_idx) const;
// Clone
virtual CCollObj * Clone(bool instance = false);
virtual void RotateY(const Mth::Vector & world_origin, Mth::ERot90 rot_y);
virtual void Scale(const Mth::Vector & world_origin, const Mth::Vector& scale);
// The virtual collision functions
virtual bool WithinBBox(const Mth::CBBox & testBBox); // VERY quick test to see if we're in bbox range.
virtual bool CollisionWithLine(const Mth::Line & testLine, const Mth::Vector & lineDir, CollData *p_data, Mth::CBBox *p_bbox);
virtual bool CollisionWithRectangle(const Mth::Rectangle& testRect, const Mth::CBBox& testRectBBox, S2DCollData *p_coll_data);
void ProcessOcclusion();
// Wireframe drawing
virtual void DebugRender(uint32 ignore_1, uint32 ignore_0);
void CheckForHoles();
private:
};
////////////////////////////////////////////////////////////////
// Movable collision using triangles
class CCollMovTri : public CCollMovable
{
public:
CCollMovTri();
CCollMovTri(CCollObjTriData *p_coll_data);
virtual ~CCollMovTri();
//
virtual bool IsTriangleCollision() const { return true; }
virtual void SetGeometry(CCollObjTriData *p_geom_data);
virtual void SetWorldPosition(const Mth::Vector & pos);
virtual void SetOrientation(const Mth::Matrix & orient);
virtual uint32 GetFaceFlags(int face_idx) const;
virtual uint16 GetFaceTerrainType(int face_idx) const;
// Clone
virtual CCollObj * Clone(bool instance = false);
// The virtual collision functions
virtual bool WithinBBox(const Mth::CBBox & testBBox); // VERY quick test to see if we're in bbox range.
virtual bool CollisionWithLine(const Mth::Line & testLine, const Mth::Vector & lineDir, CollData *p_data, Mth::CBBox *p_bbox);
virtual bool CollisionWithRectangle(const Mth::Rectangle& testRect, const Mth::CBBox& testRectBBox, S2DCollData* p_coll_data);
// Wireframe drawing
virtual void DebugRender(uint32 ignore_1, uint32 ignore_0);
protected:
virtual Mth::CBBox *get_bbox(); // Gets the quick bbox
private:
void update_world_bbox();
float m_max_radius; // maximum radius that encompases geometry around the origin
bool m_movement_changed; // Set to true every time SetWorldPosition() is called
Mth::CBBox m_world_bbox; // approx bbox in world space that is guaranteed to encompass geometry
};
///////////////////////////////////////////////////////////////////////
//
// Inline functions
//
/******************************************************************/
/* */
/* */
/******************************************************************/
inline uint32 CCollObj::GetChecksum() const
{
return m_checksum;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline uint16 CCollObj::GetObjectFlags() const
{
return m_Flags;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline void CCollObj::SetGeometry(CCollObjTriData *p_geom_data)
{
mp_coll_tri_data = p_geom_data;
// This only works for non-instanced collision
if (p_geom_data) m_checksum = p_geom_data->GetChecksum();
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline CCollObjTriData *CCollObj::GetGeometry() const
{
return mp_coll_tri_data;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline void CCollObj::SetObjectFlags(uint16 flags)
{
m_Flags |= flags;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline void CCollObj::ClearObjectFlags(uint16 flags)
{
m_Flags &= ~flags;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline Mth::CBBox * CCollObj::get_bbox()
{
return NULL; // default is none
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline void CCollStatic::SetWorldPosition(const Mth::Vector & pos)
{
// m_world_pos = pos;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline const Mth::Vector & CCollStatic::GetWorldPosition() const
{
// return m_world_pos;
return sWorldPos;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline void CCollStatic::SetOrientation(const Mth::Matrix & orient)
{
// m_orient[X] = orient[X]; // Just the 3x3
// m_orient[Y] = orient[Y];
// m_orient[Z] = orient[Z];
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline const Mth::Matrix & CCollStatic::GetOrientation() const
{
// return m_orient;
return sOrient;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline uint8 CCollStatic::GetSuperSectorID() const
{
return m_op_id;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline void CCollStatic::SetSuperSectorID(uint8 id)
{
m_op_id = id;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline void CCollMovable::SetWorldPosition(const Mth::Vector & pos)
{
m_world_pos = pos;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline const Mth::Vector & CCollMovable::GetWorldPosition() const
{
return m_world_pos;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline void CCollMovable::SetOrientation(const Mth::Matrix & orient)
{
m_orient[X] = orient[X]; // Just the 3x3
m_orient[Y] = orient[Y];
m_orient[Z] = orient[Z];
m_orient_transpose.Transpose(m_orient);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline const Mth::Matrix & CCollMovable::GetOrientation() const
{
return m_orient;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline void CCollMovBBox::SetBoundingBox(const Mth::CBBox & bbox)
{
m_bbox = bbox;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline bool CCollMovBBox::WithinBBox(const Mth::CBBox & testBBox)
{
// Will always return TRUE because it isn't worth checking
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline void CCollMovTri::SetWorldPosition(const Mth::Vector & pos)
{
CCollMovable::SetWorldPosition(pos);
m_movement_changed = true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline void CCollMovTri::SetOrientation(const Mth::Matrix & orient)
{
CCollMovable::SetOrientation(orient);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline void CCollMovTri::update_world_bbox()
{
m_world_bbox.SetMin(Mth::Vector(-m_max_radius + m_world_pos[X], -m_max_radius + m_world_pos[Y], -m_max_radius + m_world_pos[Z]));
m_world_bbox.SetMax(Mth::Vector( m_max_radius + m_world_pos[X], m_max_radius + m_world_pos[Y], m_max_radius + m_world_pos[Z]));
}
/******************************************************************/
/* */
/* */
/******************************************************************/
inline Mth::CBBox * CCollMovTri::get_bbox()
{
if (m_movement_changed)
{
update_world_bbox();
m_movement_changed = false;
}
return &m_world_bbox;
}
} // namespace Nx
#endif // __GEL_COLLISION_H