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include/bounce/collision/trees/static_tree.h
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include/bounce/collision/trees/static_tree.h
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* 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
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* 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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#ifndef B3_STATIC_TREE_H
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#define B3_STATIC_TREE_H
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#include <bounce\common\draw.h>
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#include <bounce\common\template\stack.h>
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#include <bounce\collision\shapes\aabb3.h>
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#include <bounce\collision\distance.h>
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#define NULL_NODE_S (0xFFFFFFFF)
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// An AABB tree for static AABBs.
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class b3StaticTree
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{
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public:
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b3StaticTree();
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~b3StaticTree();
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// Build the tree.
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// Output a sorted index array.
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void Build(u32* indices, const b3AABB3* aabbs, u32 count);
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// Get the AABB of a given proxy.
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const b3AABB3& GetAABB(u32 proxyId) const;
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// Get the index associated of a given proxy.
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u32 GetUserData(u32 proxyId) const;
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// Report the client callback all AABBs that are overlapping with
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// the given AABB. The client callback must return true if the query
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// must be stopped or false to continue looking for more overlapping pairs.
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template<class T>
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void QueryAABB(T* callback, const b3AABB3& aabb) const;
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// Report the client callback all AABBs that are overlapping with
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// the given ray. The client callback must return the new intersection fraction
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// (real). If the fraction == 0 then the query is cancelled immediatly.
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template<class T>
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void QueryRay(T* callback, const b3RayCastInput& input) const;
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// Draw the hierarchy.
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void Draw(b3Draw* b3Draw) const;
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private :
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// A node in a static tree.
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struct b3Node
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{
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b3AABB3 aabb;
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u32 child1;
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union
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{
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u32 child2;
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u32 index;
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};
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// Check if a node is a leaf node
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bool IsLeaf() const
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{
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return child1 == NULL_NODE_S;
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}
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};
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u32 m_nodeCount;
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b3Node* m_nodes;
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};
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inline const b3AABB3& b3StaticTree::GetAABB(u32 proxyId) const
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{
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B3_ASSERT(proxyId < m_nodeCount);
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return m_nodes[proxyId].aabb;
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}
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inline u32 b3StaticTree::GetUserData(u32 proxyId) const
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{
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B3_ASSERT(proxyId < m_nodeCount);
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B3_ASSERT(m_nodes[proxyId].IsLeaf());
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return m_nodes[proxyId].index;
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}
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template<class T>
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inline void b3StaticTree::QueryAABB(T* callback, const b3AABB3& aabb) const
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{
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if (m_nodeCount == 0)
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{
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return;
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}
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u32 root = 0;
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b3Stack<u32, 256> stack;
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stack.Push(root);
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while (stack.IsEmpty() == false)
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{
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u32 nodeIndex = stack.Top();
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stack.Pop();
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const b3Node* node = m_nodes + nodeIndex;
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if (b3TestOverlap(node->aabb, aabb) == true)
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{
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if (node->IsLeaf() == true)
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{
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if (callback->Report(nodeIndex) == false)
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{
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return;
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}
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}
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else
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{
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stack.Push(node->child1);
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stack.Push(node->child2);
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}
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}
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}
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}
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template<class T>
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inline void b3StaticTree::QueryRay(T* callback, const b3RayCastInput& input) const
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{
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if (m_nodeCount == 0)
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{
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return;
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}
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b3Vec3 p1 = input.p1;
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b3Vec3 p2 = input.p2;
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b3Vec3 d = p2 - p1;
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float32 maxFraction = input.maxFraction;
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// Ensure non-degeneracy.
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B3_ASSERT(b3Dot(d, d) > B3_EPSILON * B3_EPSILON);
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u32 root = 0;
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b3Stack<u32, 256> stack;
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stack.Push(root);
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while (stack.IsEmpty() == false)
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{
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i32 nodeIndex = stack.Top();
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stack.Pop();
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if (nodeIndex == NULL_NODE_S)
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{
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continue;
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}
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const b3Node* node = m_nodes + nodeIndex;
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float32 minFraction = 0.0f;
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if (node->aabb.TestRay(p1, p2, maxFraction, minFraction) == true)
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{
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if (node->IsLeaf() == true)
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{
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b3RayCastInput subInput;
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subInput.p1 = input.p1;
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subInput.p2 = input.p2;
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subInput.maxFraction = maxFraction;
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float32 newFraction = callback->Report(subInput, nodeIndex);
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if (newFraction == 0.0f)
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{
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// The client has stopped the query.
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return;
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}
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}
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else
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{
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stack.Push(node->child1);
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stack.Push(node->child2);
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}
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}
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}
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}
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#endif
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