// Copyright (C) 2002-2007 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 under the overgiven //! screencoordinates, viewed from the currently active camera. ISceneNode* CSceneCollisionManager::getSceneNodeFromScreenCoordinatesBB( core::position2d pos, s32 idBitMask, bool bNoDebugObjects) { core::line3d ln = getRayFromScreenCoordinates(pos, 0); if ( ln.start == ln.end ) return 0; return getSceneNodeFromRayBB(ln, idBitMask, bNoDebugObjects); } //! Returns the nearest scene node which collides with a 3d ray and //! which id matches a bitmask. ISceneNode* CSceneCollisionManager::getSceneNodeFromRayBB(core::line3d ray, s32 idBitMask, bool bNoDebugObjects) { ISceneNode* best = 0; f32 dist = 9999999999.0f; getPickedNodeBB(SceneManager->getRootSceneNode(), ray, idBitMask, bNoDebugObjects, dist, best); return best; } //! recursive method for going through all scene nodes void CSceneCollisionManager::getPickedNodeBB(ISceneNode* root, const core::line3df& ray, s32 bits, bool bNoDebugObjects, f32& outbestdistance, ISceneNode*& outbestnode) { core::vector3df edges[8]; const core::list& children = root->getChildren(); core::list::Iterator it = children.begin(); for (; it != children.end(); ++it) { ISceneNode* current = *it; if (current->isVisible() && (bNoDebugObjects ? !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(); // do intersection test in object space if (box.intersectsWithLine(line)) { box.getEdges(edges); f32 distance = 0.0f; for (s32 e=0; e<8; ++e) { f32 t = edges[e].getDistanceFromSQ(line.start); if (t > distance) distance = t; } if (distance < outbestdistance) { outbestnode = current; outbestdistance = distance; } } } getPickedNodeBB(current, ray, bits, bNoDebugObjects, outbestdistance, outbestnode); } } //! 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 bNoDebugObjects) { if (!camera) return 0; core::vector3df start = camera->getAbsolutePosition(); core::vector3df end = camera->getTarget(); end = start + ((end - start).normalize() * camera->getFarValue()); core::line3d line(start, end); return getSceneNodeFromRayBB(line, idBitMask, bNoDebugObjects); } //! Finds the collision point of a line and lots of triangles, if there is one. bool CSceneCollisionManager::getCollisionPoint(const core::line3d& ray, ITriangleSelector* selector, core::vector3df& outIntersection, core::triangle3df& outTriangle) { 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); core::vector3df linevect = ray.getVector().normalize(); core::vector3df intersection; f32 nearest = 9999999999999.0f; bool found = false; f32 tmp, tmp2; f32 raylength = (f32)ray.getLengthSQ(); for (s32 i=0; i trianglePlane = triangle.getPlane(); // only check front facing polygons if ( !trianglePlane.isFrontFacing(colData->normalizedVelocity) ) return; // 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; // 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; // 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.isPointInsideFast(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; } }// end found collision } //! 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, bool& outFalling) { 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 = 9999999999999.0f; colData.selector = selector; colData.slidingSpeed = slidingSpeed; colData.triangleHits = 0; 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; } finalPos *= 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 = 9999999999999.0f; //------------------ collide with world // get all triangles with which we might collide core::aabbox3d 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); //colData.selector->getTriangles(Triangles.pointer(), totalTriangleCnt, triangleCnt, &scaleMatrix); for (s32 i=0; i= veryCloseDistance) { core::vector3df v = vel; v.setLength( colData.nearestDistance - veryCloseDistance ); newBasePoint = colData.basePoint + v; v.normalize(); colData.intersectionPoint -= (v * veryCloseDistance); } // calculate sliding plane core::vector3df slidePlaneOrigin = colData.intersectionPoint; core::vector3df slidePlaneNormal = newBasePoint - colData.intersectionPoint; slidePlaneNormal.normalize(); core::plane3d slidingPlane(slidePlaneOrigin, slidePlaneNormal); core::vector3df newDestinationPoint = destinationPoint - (slidePlaneNormal * slidingPlane.getDistanceTo(destinationPoint)); // generate slide vector 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 CSceneCollisionManager::getRayFromScreenCoordinates( core::position2d pos, ICameraSceneNode* camera) { core::line3d 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; core::rect viewPort = Driver->getViewPort(); core::dimension2d 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 CSceneCollisionManager::getScreenCoordinatesFrom3DPosition( core::vector3df pos3d, ICameraSceneNode* camera) { core::position2d pos2d(-1000,-1000); if (!SceneManager || !Driver) return pos2d; if (!camera) camera = SceneManager->getActiveCamera(); if (!camera) return pos2d; core::rect viewPort = Driver->getViewPort(); core::dimension2d dim(viewPort.getWidth(), viewPort.getHeight()); dim.Width /= 2; dim.Height /= 2; f32 transformedPos[4]; core::matrix4 trans = camera->getProjectionMatrix(); trans *= camera->getViewMatrix(); transformedPos[0] = pos3d.X; transformedPos[1] = pos3d.Y; transformedPos[2] = pos3d.Z; transformedPos[3] = 1.0f; trans.multiplyWith1x4Matrix(transformedPos); if (transformedPos[3] < 0) return core::position2d(-10000,-10000); f32 zDiv = transformedPos[3] == 0.0f ? 1.0f : (1.0f / transformedPos[3]); pos2d.X = (s32)(dim.Width * transformedPos[0] * zDiv) + dim.Width; pos2d.Y = ((s32)(dim.Height - (dim.Height * (transformedPos[1] * zDiv)))); return pos2d; } 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) 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