Esempio n. 1
0
void GeomTree::TraceCoherentRays(const BVHNode *currnode, int numRays, const vector3f &a_origin, const vector3f *a_dirs, isect_t *isects) const
{
	bvhstack stack[32];
	int stackpos = -1;
	vector3f *invDirs = static_cast<vector3f*>(alloca(sizeof(vector3f)*numRays));
	for (int i=0; i<numRays; i++) {
		invDirs[i] = vector3f(1.0f/a_dirs[i].x, 1.0f/a_dirs[i].y, 1.0f/a_dirs[i].z);
	}
	int activeRay = numRays - 1;

	for (;;) {
		while (!currnode->IsLeaf()) {
			do {
				if (SlabsRayAabbTest(currnode, a_origin, invDirs[activeRay], &isects[activeRay])) break;
			} while (activeRay-- > 0);
			if (activeRay < 0) goto pop_bstack;

			stackpos++;
			stack[stackpos].node = currnode->kids[1];
			stack[stackpos].activeRay = activeRay;
			currnode = currnode->kids[0];
		}
		// triangle intersection j**z
		for (int i=0; i<currnode->numTris; i++) {
			RayTriIntersect(activeRay+1, a_origin, a_dirs, currnode->triIndicesStart[i], isects);
		}
pop_bstack:
		if (stackpos < 0) break;
		currnode = stack[stackpos].node;
		activeRay = stack[stackpos].activeRay;
		stackpos--;
	}
}
Esempio n. 2
0
void GeomTree::TraceRay(const BVHNode *currnode, const vector3f &a_origin, const vector3f &a_dir, isect_t *isect) const
{
	BVHNode *stack[32];
	int stackpos = -1;
	vector3f invDir(1.0f/a_dir.x, 1.0f/a_dir.y, 1.0f/a_dir.z);

	for (;;) {
		while (!currnode->IsLeaf()) {
			if (!SlabsRayAabbTest(currnode, a_origin, invDir, isect)) goto pop_bstack;

			stackpos++;
			stack[stackpos] = currnode->kids[1];
			currnode = currnode->kids[0];
		}
		// triangle intersection j**z
		for (int i=0; i<currnode->numTris; i++) {
			RayTriIntersect(1, a_origin, &a_dir, currnode->triIndicesStart[i], isect);
		}
pop_bstack:
		if (stackpos < 0) break;
		currnode = stack[stackpos];
		stackpos--;
	}
}
Esempio n. 3
0
bool PhysicsEngine::CollisionWithMapSimple(PowerBall* b, Map* map, Vector3 &normalPlane)
{
	
	MaloW::Array<MeshStrip*>* temp = map->GetMesh()->GetStrips();
	//int sizeMstrip = temp->size();
	int sizeVertexS0 = temp->get(0)->getNrOfVerts();
	Vertex* verts;
	//Vector3 origin = this->GetPositionVector3();
	Vector3 origin = b->GetTempPosition();
	Vector3 dir = b->GetVelocity();
	Vector3 dirN = dir/dir.GetLength();
	verts = temp->get(0)->getVerts();
	/*
	for(int i = 0;i<sizeMstrip;i++)
	{
		
	}
	*/
	Vector3 p0,p1,p2, normal, v1,v2;
	float smalestTime = -1;
	bool firstHit = false;
	float u, v,t;
	float lengthProjN = 0;
	Vector3 p0Store, p1Store,p2Store, normalStore;
	Vector3 pos = Vector3(map->GetMesh()->GetPosition());
	Vector3 posS = b->GetTempPosition();//this->GetPositionVector3();
	Vector3 rayDirection;
	Vector3 scalingMesh = map->GetMesh()->GetScaling();

	D3DXMATRIX quat;
	D3DXMatrixRotationQuaternion(&quat, &map->GetMesh()->GetRotation()); 
	Matrix4 rotate(quat);
	rotate.TransposeThis();

	Matrix4 scaling;
	scaling.SetScale(scalingMesh);

	Matrix4 translate;
	translate.SetTranslate(pos);
	
	Matrix4 world = translate*rotate*scaling;
	
	for(int i =0; i< sizeVertexS0; i+=3)
	{
		
		/*
		p0 = Vector3(verts[i].pos).GetComponentMultiplication(scalingMesh) + pos;
		p1 = Vector3(verts[i+1].pos).GetComponentMultiplication(scalingMesh) +pos;
		p2 = Vector3(verts[i+2].pos).GetComponentMultiplication(scalingMesh) + pos;
		*/
		p0 = world*Vector3(verts[i].pos);
		p1 = world*Vector3(verts[i+1].pos);
		p2 = world*Vector3(verts[i+2].pos);

		v1 = p1-p0;
		v2 = p2-p0;
		rayDirection = v1.GetCrossProduct(v2);
		rayDirection.normalize();
		float tempLength;
		Vector3 ny;
		Vector3 projN;
		if(RayTriIntersect(origin , rayDirection, p0, p1, p2, u, v, t) )
		{
			normal = rayDirection;
			ny = origin - p0;
			projN = normal*ny.GetDotProduct(normal);
			tempLength = projN.GetLength();
			if(!firstHit)
			{
				firstHit = true;
				smalestTime = t;
				lengthProjN = tempLength;
				p0Store = p0;
				p1Store = p1;
				p2Store = p2;
				normalStore = normal;
			}
			else
			{
				if( tempLength < lengthProjN )
				{
					smalestTime = t;
					lengthProjN = tempLength;
					p0Store = p0;
					p1Store = p1;
					p2Store = p2;
					normalStore = normal;
				}
			}			
		}
		// check agains all edges
		Vector3 lineDirection;
		float scalarProj;
		Vector3 projOnLine;
		Vector3 normalToLine;
		// edge 1:
		ny = origin - p0;
		lineDirection = p1 - p0;
		scalarProj = (ny.GetDotProduct(lineDirection)/lineDirection.GetLengthSquared());
		projOnLine = lineDirection * scalarProj;
		if( (scalarProj >= 0.0f) && (scalarProj <= 1) )
		{
			normalToLine = ny - projOnLine;
			tempLength = normalToLine.GetLength();
			if(!firstHit)
			{
				firstHit = true;
				lengthProjN = tempLength;
				p0Store = p0;
				p1Store = p1;
				p2Store = p2;
				normalStore = normalToLine;
				normalStore.normalize();
			}
			else
			{
				if( tempLength < lengthProjN )
				{
					lengthProjN = tempLength;
					p0Store = p0;
					p1Store = p1;
					p2Store = p2;
					normalStore = normalToLine;
					normalStore.normalize();
				}
			}	

		}
		// edge 2:
		ny = origin - p1;
		lineDirection = p2 - p1;
		scalarProj = (ny.GetDotProduct(lineDirection)/lineDirection.GetLengthSquared());
		projOnLine = lineDirection * scalarProj;
		if( (scalarProj >= 0.0f) && (scalarProj <= 1) )
		{
			normalToLine = ny - projOnLine;
			tempLength = normalToLine.GetLength();
			if(!firstHit)
			{
				firstHit = true;
				lengthProjN = tempLength;
				p0Store = p0;
				p1Store = p1;
				p2Store = p2;
				normalStore = normalToLine;
				normalStore.normalize();
			}
			else
			{
				if( tempLength < lengthProjN )
				{
					lengthProjN = tempLength;
					p0Store = p0;
					p1Store = p1;
					p2Store = p2;
					normalStore = normalToLine;
					normalStore.normalize();
				}
			}	

		}
		// edge 3:
		ny = origin - p2;
		lineDirection = p0 - p2;
		scalarProj = (ny.GetDotProduct(lineDirection)/lineDirection.GetLengthSquared());
		projOnLine = lineDirection * scalarProj;
		if( (scalarProj >= 0.0f) && (scalarProj <= 1) )
		{
			normalToLine = ny - projOnLine;
			tempLength = normalToLine.GetLength();
			if(!firstHit)
			{
				firstHit = true;
				lengthProjN = tempLength;
				p0Store = p0;
				p1Store = p1;
				p2Store = p2;
				normalStore = normalToLine;
				normalStore.normalize();
			}
			else
			{
				if( tempLength < lengthProjN )
				{
					lengthProjN = tempLength;
					p0Store = p0;
					p1Store = p1;
					p2Store = p2;
					normalStore = normal;
				}
			}	

		}
	}
	if(firstHit)
	{
		// for checking if the ball are in the air not turned on at the moment, 
		float eps = 0.5f; //0.001
		if( (lengthProjN < (b->GetRadius() + eps)) && (lengthProjN > (b->GetRadius() - eps)) )
		{
			b->SetNormalContact(normalStore);
			b->SetHasContact(true);
		}
		else 
		{
			b->SetNormalContact(normalStore);
			b->SetHasContact(false);
		}

		if( lengthProjN <= b->GetRadius())
		{
			Vector3 velNorm = b->GetVelocity();
			velNorm.normalize();
			
			if(normalStore.GetDotProduct(velNorm) >=0)
				return false;
	
			float diff = abs(lengthProjN- b->GetRadius());
			
			//Vector3 newPo = origin -dirN*diff;
			//Vector3 projVel = normalStore * this->mVelocity.GetDotProduct(normalStore);
			Vector3 newPo = origin + normalStore*diff;
			/*
			if( projVel.GetDotProduct(normalStore) < 0.0f)
			{
				newPo = origin - normalStore*diff;
				return false;
			}
			else
				newPo = origin + normalStore*diff;
			*/
			
			//this->SetPosition(newPo);
			b->SetTempPosition(newPo);
			normalPlane = normalStore;
			//this->mNormalContact = normalPlane;
			//this->mHasContact  = true;
			return true;
		}
		else
		{
			normalPlane = Vector3(0,0,0);
			//this->mNormalContact = normalPlane;
			//this->mHasContact  = false;
			return false;
		}
		
	}
	normalPlane = Vector3(0,0,0);
	b->SetNormalContact(normalPlane);
	//this->mHasContact  = false;
	return false;
}