diff options
Diffstat (limited to 'thirdparty')
| -rw-r--r-- | thirdparty/README.md | 2 | ||||
| -rw-r--r-- | thirdparty/assimp/code/FBXConverter.cpp | 35 | ||||
| -rw-r--r-- | thirdparty/assimp/code/FBXConverter.h | 20 | ||||
| -rw-r--r-- | thirdparty/assimp/code/FBXMaterial.cpp | 32 | ||||
| -rw-r--r-- | thirdparty/assimp/code/FBXUtil.cpp | 44 | ||||
| -rw-r--r-- | thirdparty/assimp/code/FBXUtil.h | 15 | ||||
| -rw-r--r-- | thirdparty/assimp/code/Version.cpp | 2 | ||||
| -rw-r--r-- | thirdparty/assimp/include/assimp/material.h | 1 | ||||
| -rw-r--r-- | thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp | 19 | ||||
| -rw-r--r-- | thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.cpp | 420 | ||||
| -rw-r--r-- | thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h | 21 |
11 files changed, 589 insertions, 22 deletions
diff --git a/thirdparty/README.md b/thirdparty/README.md index 815c533645..c98f593920 100644 --- a/thirdparty/README.md +++ b/thirdparty/README.md @@ -4,7 +4,7 @@ ## assimp - Upstream: http://github.com/assimp/assimp -- Version: git (d2b45377e4b09a1f43be95e45553afcc06b03f4b) +- Version: git (d3d98a7ec0c8d38e1952b46dfe53f7e9233dc92d) - License: BSD-3-Clause diff --git a/thirdparty/assimp/code/FBXConverter.cpp b/thirdparty/assimp/code/FBXConverter.cpp index 000c4ed53b..09ae06a64f 100644 --- a/thirdparty/assimp/code/FBXConverter.cpp +++ b/thirdparty/assimp/code/FBXConverter.cpp @@ -78,6 +78,16 @@ namespace Assimp { FBXConverter::FBXConverter(aiScene* out, const Document& doc) : defaultMaterialIndex() + , lights() + , cameras() + , textures() + , materials_converted() + , textures_converted() + , meshes_converted() + , node_anim_chain_bits() + , mNodeNameInstances() + , mNodeNames() + , anim_fps() , out(out) , doc(doc) { // animations need to be converted first since this will @@ -410,19 +420,24 @@ namespace Assimp { void FBXConverter::GetUniqueName(const std::string &name, std::string &uniqueName) { - int i = 0; uniqueName = name; - while (mNodeNames.find(uniqueName) != mNodeNames.end()) + int i = 0; + auto it = mNodeNameInstances.find(name); // duplicate node name instance count + if (it != mNodeNameInstances.end()) { - ++i; - std::stringstream ext; - ext << name << std::setfill('0') << std::setw(3) << i; - uniqueName = ext.str(); + i = it->second; + while (mNodeNames.find(uniqueName) != mNodeNames.end()) + { + i++; + std::stringstream ext; + ext << name << std::setfill('0') << std::setw(3) << i; + uniqueName = ext.str(); + } } + mNodeNameInstances[name] = i; mNodeNames.insert(uniqueName); } - const char* FBXConverter::NameTransformationComp(TransformationComp comp) { switch (comp) { case TransformationComp_Translation: @@ -2041,6 +2056,12 @@ namespace Assimp { CalculatedOpacity = 1.0f - ((Transparent.r + Transparent.g + Transparent.b) / 3.0f); } + // try to get the transparency factor + const float TransparencyFactor = PropertyGet<float>(props, "TransparencyFactor", ok); + if (ok) { + out_mat->AddProperty(&TransparencyFactor, 1, AI_MATKEY_TRANSPARENCYFACTOR); + } + // use of TransparencyFactor is inconsistent. // Maya always stores it as 1.0, // so we can't use it to set AI_MATKEY_OPACITY. diff --git a/thirdparty/assimp/code/FBXConverter.h b/thirdparty/assimp/code/FBXConverter.h index 398baa445f..50637468b9 100644 --- a/thirdparty/assimp/code/FBXConverter.h +++ b/thirdparty/assimp/code/FBXConverter.h @@ -58,6 +58,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include <assimp/texture.h> #include <assimp/camera.h> #include <assimp/StringComparison.h> +#include <unordered_map> +#include <unordered_set> struct aiScene; struct aiNode; @@ -74,8 +76,6 @@ namespace FBX { class Document; -using NodeNameCache = std::set<std::string>; - /** * Convert a FBX #Document to #aiScene * @param out Empty scene to be populated @@ -419,7 +419,6 @@ private: void TransferDataToScene(); private: - // 0: not assigned yet, others: index is value - 1 unsigned int defaultMaterialIndex; @@ -429,22 +428,27 @@ private: std::vector<aiLight*> lights; std::vector<aiCamera*> cameras; std::vector<aiTexture*> textures; - - typedef std::map<const Material*, unsigned int> MaterialMap; + using MaterialMap = std::map<const Material*, unsigned int>; MaterialMap materials_converted; - typedef std::map<const Video*, unsigned int> VideoMap; + using VideoMap = std::map<const Video*, unsigned int>; VideoMap textures_converted; - typedef std::map<const Geometry*, std::vector<unsigned int> > MeshMap; + using MeshMap = std::map<const Geometry*, std::vector<unsigned int> >; MeshMap meshes_converted; // fixed node name -> which trafo chain components have animations? - typedef std::map<std::string, unsigned int> NodeAnimBitMap; + using NodeAnimBitMap = std::map<std::string, unsigned int> ; NodeAnimBitMap node_anim_chain_bits; + // number of nodes with the same name + using NodeAnimNameMap = std::unordered_map<std::string, unsigned int>; + NodeAnimNameMap mNodeNameInstances; + + using NodeNameCache = std::unordered_set<std::string>; NodeNameCache mNodeNames; + double anim_fps; aiScene* const out; diff --git a/thirdparty/assimp/code/FBXMaterial.cpp b/thirdparty/assimp/code/FBXMaterial.cpp index 08347740fa..f16f134404 100644 --- a/thirdparty/assimp/code/FBXMaterial.cpp +++ b/thirdparty/assimp/code/FBXMaterial.cpp @@ -55,6 +55,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include <assimp/ByteSwapper.h> #include <algorithm> // std::transform +#include "FBXUtil.h" namespace Assimp { namespace FBX { @@ -206,6 +207,20 @@ Texture::Texture(uint64_t id, const Element& element, const Document& doc, const props = GetPropertyTable(doc,"Texture.FbxFileTexture",element,sc); + // 3DS Max and FBX SDK use "Scaling" and "Translation" instead of "ModelUVScaling" and "ModelUVTranslation". Use these properties if available. + bool ok; + const aiVector3D& scaling = PropertyGet<aiVector3D>(*props, "Scaling", ok); + if (ok) { + uvScaling.x = scaling.x; + uvScaling.y = scaling.y; + } + + const aiVector3D& trans = PropertyGet<aiVector3D>(*props, "Translation", ok); + if (ok) { + uvTrans.x = trans.x; + uvTrans.y = trans.y; + } + // resolve video links if(doc.Settings().readTextures) { const std::vector<const Connection*>& conns = doc.GetConnectionsByDestinationSequenced(ID()); @@ -307,7 +322,22 @@ Video::Video(uint64_t id, const Element& element, const Document& doc, const std const Token& token = GetRequiredToken(*Content, 0); const char* data = token.begin(); if (!token.IsBinary()) { - DOMWarning("video content is not binary data, ignoring", &element); + if (*data != '"') { + DOMError("embedded content is not surrounded by quotation marks", &element); + } + else { + const char* encodedData = data + 1; + size_t encodedDataLen = static_cast<size_t>(token.end() - token.begin()); + // search for last quotation mark + while (encodedDataLen > 1 && encodedData[encodedDataLen] != '"') + encodedDataLen--; + if (encodedDataLen % 4 != 0) { + DOMError("embedded content is invalid, needs to be in base64", &element); + } + else { + contentLength = Util::DecodeBase64(encodedData, encodedDataLen, content); + } + } } else if (static_cast<size_t>(token.end() - data) < 5) { DOMError("binary data array is too short, need five (5) bytes for type signature and element count", &element); diff --git a/thirdparty/assimp/code/FBXUtil.cpp b/thirdparty/assimp/code/FBXUtil.cpp index c184c4a00b..fb483161b2 100644 --- a/thirdparty/assimp/code/FBXUtil.cpp +++ b/thirdparty/assimp/code/FBXUtil.cpp @@ -49,6 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include <assimp/TinyFormatter.h> #include <string> +#include <cstring> #ifndef ASSIMP_BUILD_NO_FBX_IMPORTER @@ -113,6 +114,49 @@ std::string AddTokenText(const std::string& prefix, const std::string& text, con text) ); } +static const uint8_t base64DecodeTable[128] = { + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, + 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 62, 0, 0, 0, 63, + 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 0, 0, 0, 64, 0, 0, + 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, + 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 0, 0, 0, 0, 0, + 0, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, + 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 0, 0, 0, 0, 0 +}; + +uint8_t DecodeBase64(char ch) +{ + return base64DecodeTable[size_t(ch)]; +} + +size_t DecodeBase64(const char* in, size_t inLength, uint8_t*& out) +{ + if (inLength < 4) { + out = 0; + return 0; + } + + const size_t outLength = (inLength * 3) / 4; + out = new uint8_t[outLength]; + memset(out, 0, outLength); + + size_t i = 0; + size_t j = 0; + for (i = 0; i < inLength - 4; i += 4) + { + uint8_t b0 = Util::DecodeBase64(in[i]); + uint8_t b1 = Util::DecodeBase64(in[i + 1]); + uint8_t b2 = Util::DecodeBase64(in[i + 2]); + uint8_t b3 = Util::DecodeBase64(in[i + 3]); + + out[j++] = (uint8_t)((b0 << 2) | (b1 >> 4)); + out[j++] = (uint8_t)((b1 << 4) | (b2 >> 2)); + out[j++] = (uint8_t)((b2 << 6) | b3); + } + return outLength; +} + } // !Util } // !FBX } // !Assimp diff --git a/thirdparty/assimp/code/FBXUtil.h b/thirdparty/assimp/code/FBXUtil.h index 1a37d346b4..6890e015ba 100644 --- a/thirdparty/assimp/code/FBXUtil.h +++ b/thirdparty/assimp/code/FBXUtil.h @@ -48,6 +48,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include "FBXCompileConfig.h" #include "FBXTokenizer.h" +#include <stdint.h> namespace Assimp { namespace FBX { @@ -98,6 +99,20 @@ std::string AddLineAndColumn(const std::string& prefix, const std::string& text, * @return A string of the following format: {prefix} ({token-type}, line {line}, col {column}) {text}*/ std::string AddTokenText(const std::string& prefix, const std::string& text, const Token* tok); +/** Decode a single Base64-encoded character. +* +* @param ch Character to decode (from base64 to binary). +* @return decoded byte value*/ +uint8_t DecodeBase64(char ch); + +/** Decode a Base64-encoded string +* +* @param in Characters to decode. +* @param inLength Number of characters to decode. +* @param out Reference to pointer where we will store the decoded data. +* @return size of the decoded data (number of bytes)*/ +size_t DecodeBase64(const char* in, size_t inLength, uint8_t*& out); + } } } diff --git a/thirdparty/assimp/code/Version.cpp b/thirdparty/assimp/code/Version.cpp index cc94340ac8..0381037ff1 100644 --- a/thirdparty/assimp/code/Version.cpp +++ b/thirdparty/assimp/code/Version.cpp @@ -134,7 +134,7 @@ ASSIMP_API aiScene::aiScene() , mCameras(nullptr) , mMetaData(nullptr) , mPrivate(new Assimp::ScenePrivateData()) { - // empty + // empty } // ------------------------------------------------------------------------------------------------ diff --git a/thirdparty/assimp/include/assimp/material.h b/thirdparty/assimp/include/assimp/material.h index b882bbc72c..4b5a1293dd 100644 --- a/thirdparty/assimp/include/assimp/material.h +++ b/thirdparty/assimp/include/assimp/material.h @@ -900,6 +900,7 @@ extern "C" { #define AI_MATKEY_ENABLE_WIREFRAME "$mat.wireframe",0,0 #define AI_MATKEY_BLEND_FUNC "$mat.blend",0,0 #define AI_MATKEY_OPACITY "$mat.opacity",0,0 +#define AI_MATKEY_TRANSPARENCYFACTOR "$mat.transparencyfactor",0,0 #define AI_MATKEY_BUMPSCALING "$mat.bumpscaling",0,0 #define AI_MATKEY_SHININESS "$mat.shininess",0,0 #define AI_MATKEY_REFLECTIVITY "$mat.reflectivity",0,0 diff --git a/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp b/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp index 782e9efaf1..b30ce03164 100644 --- a/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp +++ b/thirdparty/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.cpp @@ -19,9 +19,10 @@ subject to the following restrictions: #include "BulletCollision/CollisionShapes/btCollisionShape.h" #include "BulletCollision/CollisionShapes/btConvexShape.h" #include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h" -#include "BulletCollision/CollisionShapes/btSphereShape.h" //for raycasting -#include "BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h" //for raycasting -#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h" //for raycasting +#include "BulletCollision/CollisionShapes/btSphereShape.h" //for raycasting +#include "BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h" //for raycasting +#include "BulletCollision/CollisionShapes/btScaledBvhTriangleMeshShape.h" //for raycasting +#include "BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h" //for raycasting #include "BulletCollision/NarrowPhaseCollision/btRaycastCallback.h" #include "BulletCollision/CollisionShapes/btCompoundShape.h" #include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h" @@ -413,6 +414,18 @@ void btCollisionWorld::rayTestSingleInternal(const btTransform& rayFromTrans, co rcb.m_hitFraction = resultCallback.m_closestHitFraction; triangleMesh->performRaycast(&rcb, rayFromLocalScaled, rayToLocalScaled); } + else if (collisionShape->getShapeType()==TERRAIN_SHAPE_PROXYTYPE) + { + ///optimized version for btHeightfieldTerrainShape + btHeightfieldTerrainShape* heightField = (btHeightfieldTerrainShape*)collisionShape; + btTransform worldTocollisionObject = colObjWorldTransform.inverse(); + btVector3 rayFromLocal = worldTocollisionObject * rayFromTrans.getOrigin(); + btVector3 rayToLocal = worldTocollisionObject * rayToTrans.getOrigin(); + + BridgeTriangleRaycastCallback rcb(rayFromLocal,rayToLocal,&resultCallback,collisionObjectWrap->getCollisionObject(),heightField,colObjWorldTransform); + rcb.m_hitFraction = resultCallback.m_closestHitFraction; + heightField->performRaycast(&rcb, rayFromLocal, rayToLocal); + } else { //generic (slower) case 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; + } +} + + diff --git a/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h b/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h index 8a50a57e31..e23b548cb2 100644 --- a/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h +++ b/thirdparty/bullet/BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h @@ -18,6 +18,7 @@ subject to the following restrictions: #include "btConcaveShape.h" + ///btHeightfieldTerrainShape simulates a 2D heightfield terrain /** The caller is responsible for maintaining the heightfield array; this @@ -71,6 +72,12 @@ subject to the following restrictions: ATTRIBUTE_ALIGNED16(class) btHeightfieldTerrainShape : public btConcaveShape { +public: + struct Range { + btScalar min; + btScalar max; + }; + protected: btVector3 m_localAabbMin; btVector3 m_localAabbMax; @@ -100,9 +107,14 @@ protected: btVector3 m_localScaling; + // Accelerator + Range *m_vboundsGrid; + int m_vboundsGridWidth; + int m_vboundsGridLength; + int m_vboundsChunkSize; + virtual btScalar getRawHeightFieldValue(int x, int y) const; void quantizeWithClamp(int* out, const btVector3& point, int isMax) const; - void getVertex(int x, int y, btVector3& vertex) const; /// protected initialization /** @@ -154,6 +166,13 @@ public: virtual void setLocalScaling(const btVector3& scaling); virtual const btVector3& getLocalScaling() const; + + void getVertex(int x,int y,btVector3& vertex) const; + + void performRaycast (btTriangleCallback* callback, const btVector3& raySource, const btVector3& rayTarget) const; + + void buildAccelerator(int chunkSize=16); + void clearAccelerator(); //debugging virtual const char* getName() const { return "HEIGHTFIELD"; } |