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-rw-r--r--thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp420
1 files changed, 420 insertions, 0 deletions
diff --git a/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp b/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp
index c85ce2498e..4adf27e6bb 100644
--- a/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp
+++ b/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp
@@ -73,6 +73,10 @@ void btHeightfieldTerrainShape::initialize(
m_useZigzagSubdivision = false;
m_upAxis = upAxis;
m_localScaling.setValue(btScalar(1.), btScalar(1.), btScalar(1.));
+ m_vboundsGrid = NULL;
+ m_vboundsChunkSize = 0;
+ m_vboundsGridWidth = 0;
+ m_vboundsGridLength = 0;
// determine min/max axis-aligned bounding box (aabb) values
switch (m_upAxis)
@@ -108,6 +112,7 @@ void btHeightfieldTerrainShape::initialize(
btHeightfieldTerrainShape::~btHeightfieldTerrainShape()
{
+ clearAccelerator();
}
void btHeightfieldTerrainShape::getAabb(const btTransform& t, btVector3& aabbMin, btVector3& aabbMax) const
@@ -323,6 +328,8 @@ void btHeightfieldTerrainShape::processAllTriangles(btTriangleCallback* callback
}
}
+ // TODO If m_vboundsGrid is available, use it to determine if we really need to process this area
+
for (int j = startJ; j < endJ; j++)
{
for (int x = startX; x < endX; x++)
@@ -373,3 +380,416 @@ const btVector3& btHeightfieldTerrainShape::getLocalScaling() const
{
return m_localScaling;
}
+
+
+
+struct GridRaycastState
+{
+ int x; // Next quad coords
+ int z;
+ int prev_x; // Previous quad coords
+ int prev_z;
+ btScalar param; // Exit param for previous quad
+ btScalar prevParam; // Enter param for previous quad
+ btScalar maxDistanceFlat;
+ btScalar maxDistance3d;
+};
+
+
+// TODO Does it really need to take 3D vectors?
+/// Iterates through a virtual 2D grid of unit-sized square cells,
+/// and executes an action on each cell intersecting the given segment, ordered from begin to end.
+/// Initially inspired by http://www.cse.yorku.ca/~amana/research/grid.pdf
+template <typename Action_T>
+void gridRaycast(Action_T &quadAction, const btVector3 &beginPos, const btVector3 &endPos)
+{
+ GridRaycastState rs;
+ rs.maxDistance3d = beginPos.distance(endPos);
+ if (rs.maxDistance3d < 0.0001)
+ // Consider the ray is too small to hit anything
+ return;
+
+ btScalar rayDirectionFlatX = endPos[0] - beginPos[0];
+ btScalar rayDirectionFlatZ = endPos[2] - beginPos[2];
+ rs.maxDistanceFlat = btSqrt(rayDirectionFlatX * rayDirectionFlatX + rayDirectionFlatZ * rayDirectionFlatZ);
+
+ if(rs.maxDistanceFlat < 0.0001)
+ {
+ // Consider the ray vertical
+ rayDirectionFlatX = 0;
+ rayDirectionFlatZ = 0;
+ }
+ else
+ {
+ rayDirectionFlatX /= rs.maxDistanceFlat;
+ rayDirectionFlatZ /= rs.maxDistanceFlat;
+ }
+
+ const int xiStep = rayDirectionFlatX > 0 ? 1 : rayDirectionFlatX < 0 ? -1 : 0;
+ const int ziStep = rayDirectionFlatZ > 0 ? 1 : rayDirectionFlatZ < 0 ? -1 : 0;
+
+ const float infinite = 9999999;
+ const btScalar paramDeltaX = xiStep != 0 ? 1.f / btFabs(rayDirectionFlatX) : infinite;
+ const btScalar paramDeltaZ = ziStep != 0 ? 1.f / btFabs(rayDirectionFlatZ) : infinite;
+
+ // pos = param * dir
+ btScalar paramCrossX; // At which value of `param` we will cross a x-axis lane?
+ btScalar paramCrossZ; // At which value of `param` we will cross a z-axis lane?
+
+ // paramCrossX and paramCrossZ are initialized as being the first cross
+ // X initialization
+ if (xiStep != 0)
+ {
+ if (xiStep == 1)
+ paramCrossX = (ceil(beginPos[0]) - beginPos[0]) * paramDeltaX;
+ else
+ paramCrossX = (beginPos[0] - floor(beginPos[0])) * paramDeltaX;
+ }
+ else
+ paramCrossX = infinite; // Will never cross on X
+
+ // Z initialization
+ if (ziStep != 0)
+ {
+ if (ziStep == 1)
+ paramCrossZ = (ceil(beginPos[2]) - beginPos[2]) * paramDeltaZ;
+ else
+ paramCrossZ = (beginPos[2] - floor(beginPos[2])) * paramDeltaZ;
+ }
+ else
+ paramCrossZ = infinite; // Will never cross on Z
+
+ rs.x = static_cast<int>(floor(beginPos[0]));
+ rs.z = static_cast<int>(floor(beginPos[2]));
+
+ // Workaround cases where the ray starts at an integer position
+ if (paramCrossX == 0.0)
+ {
+ paramCrossX += paramDeltaX;
+ // If going backwards, we should ignore the position we would get by the above flooring,
+ // because the ray is not heading in that direction
+ if (xiStep == -1)
+ rs.x -= 1;
+ }
+
+ if (paramCrossZ == 0.0)
+ {
+ paramCrossZ += paramDeltaZ;
+ if (ziStep == -1)
+ rs.z -= 1;
+ }
+
+ rs.prev_x = rs.x;
+ rs.prev_z = rs.z;
+ rs.param = 0;
+
+ while (true)
+ {
+ rs.prev_x = rs.x;
+ rs.prev_z = rs.z;
+ rs.prevParam = rs.param;
+
+ if (paramCrossX < paramCrossZ)
+ {
+ // X lane
+ rs.x += xiStep;
+ // Assign before advancing the param,
+ // to be in sync with the initialization step
+ rs.param = paramCrossX;
+ paramCrossX += paramDeltaX;
+ }
+ else
+ {
+ // Z lane
+ rs.z += ziStep;
+ rs.param = paramCrossZ;
+ paramCrossZ += paramDeltaZ;
+ }
+
+ if (rs.param > rs.maxDistanceFlat)
+ {
+ rs.param = rs.maxDistanceFlat;
+ quadAction(rs);
+ break;
+ }
+ else
+ quadAction(rs);
+ }
+}
+
+
+struct ProcessTrianglesAction
+{
+ const btHeightfieldTerrainShape *shape;
+ bool flipQuadEdges;
+ bool useDiamondSubdivision;
+ int width;
+ int length;
+ btTriangleCallback* callback;
+
+ void exec(int x, int z) const
+ {
+ if(x < 0 || z < 0 || x >= width || z >= length)
+ return;
+
+ btVector3 vertices[3];
+
+ // Check quad
+ if (flipQuadEdges || (useDiamondSubdivision && (((z + x) & 1) > 0)))
+ {
+ // First triangle
+ shape->getVertex(x, z, vertices[0]);
+ shape->getVertex(x + 1, z, vertices[1]);
+ shape->getVertex(x + 1, z + 1, vertices[2]);
+ callback->processTriangle(vertices, x, z);
+
+ // Second triangle
+ shape->getVertex(x, z, vertices[0]);
+ shape->getVertex(x + 1, z + 1, vertices[1]);
+ shape->getVertex(x, z + 1, vertices[2]);
+ callback->processTriangle(vertices, x, z);
+ }
+ else
+ {
+ // First triangle
+ shape->getVertex(x, z, vertices[0]);
+ shape->getVertex(x, z + 1, vertices[1]);
+ shape->getVertex(x + 1, z, vertices[2]);
+ callback->processTriangle(vertices, x, z);
+
+ // Second triangle
+ shape->getVertex(x + 1, z, vertices[0]);
+ shape->getVertex(x, z + 1, vertices[1]);
+ shape->getVertex(x + 1, z + 1, vertices[2]);
+ callback->processTriangle(vertices, x, z);
+ }
+ }
+
+ void operator ()(const GridRaycastState &bs) const
+ {
+ exec(bs.prev_x, bs.prev_z);
+ }
+};
+
+
+struct ProcessVBoundsAction
+{
+ const btHeightfieldTerrainShape::Range *vbounds;
+ int width;
+ int length;
+ int chunkSize;
+
+ btVector3 rayBegin;
+ btVector3 rayEnd;
+ btVector3 rayDir;
+
+ ProcessTrianglesAction processTriangles;
+
+ void operator ()(const GridRaycastState &rs) const
+ {
+ int x = rs.prev_x;
+ int z = rs.prev_z;
+
+ if(x < 0 || z < 0 || x >= width || z >= length)
+ return;
+
+ const btHeightfieldTerrainShape::Range chunk = vbounds[x + z * width];
+
+ btVector3 enterPos;
+ btVector3 exitPos;
+
+ if (rs.maxDistanceFlat > 0.0001)
+ {
+ btScalar flatTo3d = chunkSize * rs.maxDistance3d / rs.maxDistanceFlat;
+ btScalar enterParam3d = rs.prevParam * flatTo3d;
+ btScalar exitParam3d = rs.param * flatTo3d;
+ enterPos = rayBegin + rayDir * enterParam3d;
+ exitPos = rayBegin + rayDir * exitParam3d;
+
+ // We did enter the flat projection of the AABB,
+ // but we have to check if we intersect it on the vertical axis
+ if (enterPos[1] > chunk.max && exitPos[1] > chunk.max)
+ return;
+ if (enterPos[1] < chunk.min && exitPos[1] < chunk.min)
+ return;
+ }
+ else
+ {
+ // Consider the ray vertical
+ // (though we shouldn't reach this often because there is an early check up-front)
+ enterPos = rayBegin;
+ exitPos = rayEnd;
+ }
+
+ gridRaycast(processTriangles, enterPos, exitPos);
+ // Note: it could be possible to have more than one grid at different levels,
+ // to do this there would be a branch using a pointer to another ProcessVBoundsAction
+ }
+};
+
+
+// TODO How do I interrupt the ray when there is a hit? `callback` does not return any result
+/// Performs a raycast using a hierarchical Bresenham algorithm.
+/// Does not allocate any memory by itself.
+void btHeightfieldTerrainShape::performRaycast(btTriangleCallback* callback, const btVector3& raySource, const btVector3& rayTarget) const
+{
+ // Transform to cell-local
+ btVector3 beginPos = raySource / m_localScaling;
+ btVector3 endPos = rayTarget / m_localScaling;
+ beginPos += m_localOrigin;
+ endPos += m_localOrigin;
+
+ ProcessTrianglesAction processTriangles;
+ processTriangles.shape = this;
+ processTriangles.flipQuadEdges = m_flipQuadEdges;
+ processTriangles.useDiamondSubdivision = m_useDiamondSubdivision;
+ processTriangles.callback = callback;
+ processTriangles.width = m_heightStickWidth - 1;
+ processTriangles.length = m_heightStickLength - 1;
+
+ // TODO Transform vectors to account for m_upAxis
+ int iBeginX = static_cast<int>(floor(beginPos[0]));
+ int iBeginZ = static_cast<int>(floor(beginPos[2]));
+ int iEndX = static_cast<int>(floor(endPos[0]));
+ int iEndZ = static_cast<int>(floor(endPos[2]));
+
+ if (iBeginX == iEndX && iBeginZ == iEndZ)
+ {
+ // The ray will never cross quads within the plane,
+ // so directly process triangles within one quad
+ // (typically, vertical rays should end up here)
+ processTriangles.exec(iBeginX, iEndZ);
+ return;
+ }
+
+ if (m_vboundsGrid == NULL)
+ {
+ // Process all quads intersecting the flat projection of the ray
+ gridRaycast(processTriangles, beginPos, endPos);
+ }
+ else
+ {
+ btVector3 rayDiff = endPos - beginPos;
+ btScalar flatDistance2 = rayDiff[0] * rayDiff[0] + rayDiff[2] * rayDiff[2];
+ if (flatDistance2 < m_vboundsChunkSize * m_vboundsChunkSize)
+ {
+ // Don't use chunks, the ray is too short in the plane
+ gridRaycast(processTriangles, beginPos, endPos);
+ }
+
+ ProcessVBoundsAction processVBounds;
+ processVBounds.width = m_vboundsGridWidth;
+ processVBounds.length = m_vboundsGridLength;
+ processVBounds.vbounds = m_vboundsGrid;
+ processVBounds.rayBegin = beginPos;
+ processVBounds.rayEnd = endPos;
+ processVBounds.rayDir = rayDiff.normalized();
+ processVBounds.processTriangles = processTriangles;
+ processVBounds.chunkSize = m_vboundsChunkSize;
+ // The ray is long, run raycast on a higher-level grid
+ gridRaycast(processVBounds, beginPos / m_vboundsChunkSize, endPos / m_vboundsChunkSize);
+ }
+}
+
+
+/// Builds a grid data structure storing the min and max heights of the terrain in chunks.
+/// if chunkSize is zero, that accelerator is removed.
+/// If you modify the heights, you need to rebuild this accelerator.
+void btHeightfieldTerrainShape::buildAccelerator(int chunkSize)
+{
+ if (chunkSize <= 0)
+ {
+ clearAccelerator();
+ return;
+ }
+
+ m_vboundsChunkSize = chunkSize;
+ int nChunksX = m_heightStickWidth / chunkSize;
+ int nChunksZ = m_heightStickLength / chunkSize;
+
+ if (m_heightStickWidth % chunkSize > 0)
+ ++nChunksX; // In case terrain size isn't dividable by chunk size
+ if (m_heightStickLength % chunkSize > 0)
+ ++nChunksZ;
+
+ if(m_vboundsGridWidth != nChunksX || m_vboundsGridLength != nChunksZ)
+ {
+ clearAccelerator();
+ m_vboundsGridWidth = nChunksX;
+ m_vboundsGridLength = nChunksZ;
+ }
+
+ if (nChunksX == 0 || nChunksZ == 0)
+ return;
+
+ // TODO What is the recommended way to allocate this?
+ // This data structure is only reallocated if the required size changed
+ if (m_vboundsGrid == NULL)
+ m_vboundsGrid = new Range[nChunksX * nChunksZ];
+
+ // Compute min and max height for all chunks
+ for (int cz = 0; cz < nChunksZ; ++cz)
+ {
+ int z0 = cz * chunkSize;
+
+ for (int cx = 0; cx < nChunksX; ++cx)
+ {
+ int x0 = cx * chunkSize;
+
+ Range r;
+
+ r.min = getRawHeightFieldValue(x0, z0);
+ r.max = r.min;
+
+ // Compute min and max height for this chunk.
+ // We have to include one extra cell to account for neighbors.
+ // Here is why:
+ // Say we have a flat terrain, and a plateau that fits a chunk perfectly.
+ //
+ // Left Right
+ // 0---0---0---1---1---1
+ // | | | | | |
+ // 0---0---0---1---1---1
+ // | | | | | |
+ // 0---0---0---1---1---1
+ // x
+ //
+ // If the AABB for the Left chunk did not share vertices with the Right,
+ // then we would fail collision tests at x due to a gap.
+ //
+ for (int z = z0; z < z0 + chunkSize + 1; ++z)
+ {
+ if (z >= m_heightStickLength)
+ continue;
+
+ for (int x = x0; x < x0 + chunkSize + 1; ++x)
+ {
+ if (x >= m_heightStickWidth)
+ continue;
+
+ btScalar height = getRawHeightFieldValue(x, z);
+
+ if (height < r.min)
+ r.min = height;
+ else if (height > r.max)
+ r.max = height;
+ }
+ }
+
+ m_vboundsGrid[cx + cz * nChunksX] = r;
+ }
+ }
+}
+
+
+void btHeightfieldTerrainShape::clearAccelerator()
+{
+ if (m_vboundsGrid)
+ {
+ // TODO What is the recommended way to deallocate this?
+ delete[] m_vboundsGrid;
+ m_vboundsGrid = 0;
+ }
+}
+
+