2751 lines
		
	
	
		
			101 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			2751 lines
		
	
	
		
			101 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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| // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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| // SPDX-License-Identifier: MIT
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| 
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| #include <Jolt/Jolt.h>
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| 
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| #include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
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| #include <Jolt/Physics/Collision/Shape/ConvexShape.h>
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| #include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
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| #include <Jolt/Physics/Collision/Shape/SphereShape.h>
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| #include <Jolt/Physics/Collision/RayCast.h>
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| #include <Jolt/Physics/Collision/ShapeCast.h>
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| #include <Jolt/Physics/Collision/CastResult.h>
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| #include <Jolt/Physics/Collision/CollidePointResult.h>
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| #include <Jolt/Physics/Collision/ShapeFilter.h>
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| #include <Jolt/Physics/Collision/CastConvexVsTriangles.h>
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| #include <Jolt/Physics/Collision/CastSphereVsTriangles.h>
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| #include <Jolt/Physics/Collision/CollideConvexVsTriangles.h>
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| #include <Jolt/Physics/Collision/CollideSphereVsTriangles.h>
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| #include <Jolt/Physics/Collision/TransformedShape.h>
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| #include <Jolt/Physics/Collision/ActiveEdges.h>
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| #include <Jolt/Physics/Collision/CollisionDispatch.h>
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| #include <Jolt/Physics/Collision/SortReverseAndStore.h>
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| #include <Jolt/Physics/Collision/CollideSoftBodyVerticesVsTriangles.h>
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| #include <Jolt/Core/Profiler.h>
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| #include <Jolt/Core/StringTools.h>
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| #include <Jolt/Core/StreamIn.h>
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| #include <Jolt/Core/StreamOut.h>
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| #include <Jolt/Core/TempAllocator.h>
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| #include <Jolt/Core/ScopeExit.h>
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| #include <Jolt/Geometry/AABox4.h>
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| #include <Jolt/Geometry/RayTriangle.h>
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| #include <Jolt/Geometry/RayAABox.h>
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| #include <Jolt/Geometry/OrientedBox.h>
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| #include <Jolt/ObjectStream/TypeDeclarations.h>
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| 
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| //#define JPH_DEBUG_HEIGHT_FIELD
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| 
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| JPH_NAMESPACE_BEGIN
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| 
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| #ifdef JPH_DEBUG_RENDERER
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| bool HeightFieldShape::sDrawTriangleOutlines = false;
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| #endif // JPH_DEBUG_RENDERER
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| 
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| using namespace HeightFieldShapeConstants;
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| 
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| JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(HeightFieldShapeSettings)
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| {
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| 	JPH_ADD_BASE_CLASS(HeightFieldShapeSettings, ShapeSettings)
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| 
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| 	JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mHeightSamples)
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| 	JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mOffset)
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| 	JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mScale)
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| 	JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mMinHeightValue)
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| 	JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mMaxHeightValue)
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| 	JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mMaterialsCapacity)
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| 	JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mSampleCount)
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| 	JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mBlockSize)
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| 	JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mBitsPerSample)
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| 	JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mMaterialIndices)
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| 	JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mMaterials)
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| 	JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mActiveEdgeCosThresholdAngle)
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| }
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| 
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| const uint HeightFieldShape::sGridOffsets[] =
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| {
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| 	0,			// level:  0, max x/y:     0, offset: 0
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| 	1,			// level:  1, max x/y:     1, offset: 1
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| 	5,			// level:  2, max x/y:     3, offset: 1 + 4
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| 	21,			// level:  3, max x/y:     7, offset: 1 + 4 + 16
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| 	85,			// level:  4, max x/y:    15, offset: 1 + 4 + 16 + 64
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| 	341,		// level:  5, max x/y:    31, offset: 1 + 4 + 16 + 64 + 256
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| 	1365,		// level:  6, max x/y:    63, offset: 1 + 4 + 16 + 64 + 256 + 1024
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| 	5461,		// level:  7, max x/y:   127, offset: 1 + 4 + 16 + 64 + 256 + 1024 + 4096
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| 	21845,		// level:  8, max x/y:   255, offset: 1 + 4 + 16 + 64 + 256 + 1024 + 4096 + ...
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| 	87381,		// level:  9, max x/y:   511, offset: 1 + 4 + 16 + 64 + 256 + 1024 + 4096 + ...
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| 	349525,		// level: 10, max x/y:  1023, offset: 1 + 4 + 16 + 64 + 256 + 1024 + 4096 + ...
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| 	1398101,	// level: 11, max x/y:  2047, offset: 1 + 4 + 16 + 64 + 256 + 1024 + 4096 + ...
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| 	5592405,	// level: 12, max x/y:  4095, offset: 1 + 4 + 16 + 64 + 256 + 1024 + 4096 + ...
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| 	22369621,	// level: 13, max x/y:  8191, offset: 1 + 4 + 16 + 64 + 256 + 1024 + 4096 + ...
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| 	89478485,	// level: 14, max x/y: 16383, offset: 1 + 4 + 16 + 64 + 256 + 1024 + 4096 + ...
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| };
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| 
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| HeightFieldShapeSettings::HeightFieldShapeSettings(const float *inSamples, Vec3Arg inOffset, Vec3Arg inScale, uint32 inSampleCount, const uint8 *inMaterialIndices, const PhysicsMaterialList &inMaterialList) :
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| 	mOffset(inOffset),
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| 	mScale(inScale),
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| 	mSampleCount(inSampleCount)
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| {
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| 	mHeightSamples.assign(inSamples, inSamples + Square(inSampleCount));
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| 
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| 	if (!inMaterialList.empty() && inMaterialIndices != nullptr)
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| 	{
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| 		mMaterialIndices.assign(inMaterialIndices, inMaterialIndices + Square(inSampleCount - 1));
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| 		mMaterials = inMaterialList;
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| 	}
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| 	else
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| 	{
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| 		JPH_ASSERT(inMaterialList.empty());
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| 		JPH_ASSERT(inMaterialIndices == nullptr);
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| 	}
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| }
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| 
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| ShapeSettings::ShapeResult HeightFieldShapeSettings::Create() const
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| {
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| 	if (mCachedResult.IsEmpty())
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| 		Ref<Shape> shape = new HeightFieldShape(*this, mCachedResult);
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| 	return mCachedResult;
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| }
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| 
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| void HeightFieldShapeSettings::DetermineMinAndMaxSample(float &outMinValue, float &outMaxValue, float &outQuantizationScale) const
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| {
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| 	// Determine min and max value
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| 	outMinValue = mMinHeightValue;
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| 	outMaxValue = mMaxHeightValue;
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| 	for (float h : mHeightSamples)
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| 		if (h != cNoCollisionValue)
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| 		{
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| 			outMinValue = min(outMinValue, h);
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| 			outMaxValue = max(outMaxValue, h);
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| 		}
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| 
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| 	// Prevent dividing by zero by setting a minimal height difference
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| 	float height_diff = max(outMaxValue - outMinValue, 1.0e-6f);
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| 
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| 	// Calculate the scale factor to quantize to 16 bits
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| 	outQuantizationScale = float(cMaxHeightValue16) / height_diff;
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| }
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| 
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| uint32 HeightFieldShapeSettings::CalculateBitsPerSampleForError(float inMaxError) const
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| {
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| 	// Start with 1 bit per sample
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| 	uint32 bits_per_sample = 1;
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| 
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| 	// Determine total range
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| 	float min_value, max_value, scale;
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| 	DetermineMinAndMaxSample(min_value, max_value, scale);
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| 	if (min_value < max_value)
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| 	{
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| 		// Loop over all blocks
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| 		for (uint y = 0; y < mSampleCount; y += mBlockSize)
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| 			for (uint x = 0; x < mSampleCount; x += mBlockSize)
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| 			{
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| 				// Determine min and max block value + take 1 sample border just like we do while building the hierarchical grids
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| 				float block_min_value = FLT_MAX, block_max_value = -FLT_MAX;
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| 				for (uint bx = x; bx < min(x + mBlockSize + 1, mSampleCount); ++bx)
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| 					for (uint by = y; by < min(y + mBlockSize + 1, mSampleCount); ++by)
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| 					{
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| 						float h = mHeightSamples[by * mSampleCount + bx];
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| 						if (h != cNoCollisionValue)
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| 						{
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| 							block_min_value = min(block_min_value, h);
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| 							block_max_value = max(block_max_value, h);
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| 						}
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| 					}
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| 
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| 				if (block_min_value < block_max_value)
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| 				{
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| 					// Quantize then dequantize block min/max value
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| 					block_min_value = min_value + floor((block_min_value - min_value) * scale) / scale;
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| 					block_max_value = min_value + ceil((block_max_value - min_value) * scale) / scale;
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| 					float block_height = block_max_value - block_min_value;
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| 
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| 					// Loop over the block again
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| 					for (uint bx = x; bx < x + mBlockSize; ++bx)
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| 						for (uint by = y; by < y + mBlockSize; ++by)
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| 						{
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| 							// Get the height
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| 							float height = mHeightSamples[by * mSampleCount + bx];
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| 							if (height != cNoCollisionValue)
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| 							{
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| 								for (;;)
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| 								{
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| 									// Determine bitmask for sample
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| 									uint32 sample_mask = (1 << bits_per_sample) - 1;
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| 
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| 									// Quantize
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| 									float quantized_height = floor((height - block_min_value) * float(sample_mask) / block_height);
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| 									quantized_height = Clamp(quantized_height, 0.0f, float(sample_mask - 1));
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| 
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| 									// Dequantize and check error
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| 									float dequantized_height = block_min_value + (quantized_height + 0.5f) * block_height / float(sample_mask);
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| 									if (abs(dequantized_height - height) <= inMaxError)
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| 										break;
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| 
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| 									// Not accurate enough, increase bits per sample
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| 									bits_per_sample++;
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| 
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| 									// Don't go above 8 bits per sample
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| 									if (bits_per_sample == 8)
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| 										return bits_per_sample;
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| 								}
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| 							}
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| 						}
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| 				}
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| 			}
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| 
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| 	}
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| 
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| 	return bits_per_sample;
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| }
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| 
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| void HeightFieldShape::CalculateActiveEdges(uint inX, uint inY, uint inSizeX, uint inSizeY, const float *inHeights, uint inHeightsStartX, uint inHeightsStartY, intptr_t inHeightsStride, float inHeightsScale, float inActiveEdgeCosThresholdAngle, TempAllocator &inAllocator)
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| {
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| 	// Limit the block size so we don't allocate more than 64K memory from the temp allocator
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| 	uint block_size_x = min(inSizeX, 44u);
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| 	uint block_size_y = min(inSizeY, 44u);
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| 
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| 	// Allocate temporary buffer for normals
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| 	uint normals_size = 2 * (block_size_x + 1) * (block_size_y + 1) * sizeof(Vec3);
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| 	Vec3 *normals = (Vec3 *)inAllocator.Allocate(normals_size);
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| 	JPH_SCOPE_EXIT([&inAllocator, normals, normals_size]{ inAllocator.Free(normals, normals_size); });
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| 
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| 	// Update the edges in blocks
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| 	for (uint block_y = 0; block_y < inSizeY; block_y += block_size_y)
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| 		for (uint block_x = 0; block_x < inSizeX; block_x += block_size_x)
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| 		{
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| 			// Calculate the bottom right corner of the block
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| 			uint block_x_end = min(block_x + block_size_x, inSizeX);
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| 			uint block_y_end = min(block_y + block_size_y, inSizeY);
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| 
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| 			// If we're not at the first block in x, we need one extra column of normals to the left
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| 			uint normals_x_start, normals_x_skip;
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| 			if (block_x > 0)
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| 			{
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| 				normals_x_start = block_x - 1;
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| 				normals_x_skip = 2; // We need to skip over that extra column
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| 			}
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| 			else
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| 			{
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| 				normals_x_start = 0;
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| 				normals_x_skip = 0;
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| 			}
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| 
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| 			// If we're not at the last block in y, we need one extra row of normals at the bottom
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| 			uint normals_y_end = block_y_end < inSizeY? block_y_end + 1 : inSizeY;
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| 
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| 			// Calculate triangle normals and make normals zero for triangles that are missing
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| 			Vec3 *out_normal = normals;
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| 			for (uint y = block_y; y < normals_y_end; ++y)
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| 			{
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| 				for (uint x = normals_x_start; x < block_x_end; ++x)
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| 				{
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| 					// Get height on diagonal
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| 					const float *height_samples = inHeights + (inY - inHeightsStartY + y) * inHeightsStride + (inX - inHeightsStartX + x);
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| 					float x1y1_h = height_samples[0];
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| 					float x2y2_h = height_samples[inHeightsStride + 1];
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| 					if (x1y1_h != cNoCollisionValue && x2y2_h != cNoCollisionValue)
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| 					{
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| 						// Calculate normal for lower left triangle (e.g. T1A)
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| 						float x1y2_h = height_samples[inHeightsStride];
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| 						if (x1y2_h != cNoCollisionValue)
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| 						{
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| 							Vec3 x2y2_minus_x1y2(mScale.GetX(), inHeightsScale * (x2y2_h - x1y2_h), 0);
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| 							Vec3 x1y1_minus_x1y2(0, inHeightsScale * (x1y1_h - x1y2_h), -mScale.GetZ());
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| 							out_normal[0] = x2y2_minus_x1y2.Cross(x1y1_minus_x1y2).Normalized();
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| 						}
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| 						else
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| 							out_normal[0] = Vec3::sZero();
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| 
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| 						// Calculate normal for upper right triangle (e.g. T1B)
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| 						float x2y1_h = height_samples[1];
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| 						if (x2y1_h != cNoCollisionValue)
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| 						{
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| 							Vec3 x1y1_minus_x2y1(-mScale.GetX(), inHeightsScale * (x1y1_h - x2y1_h), 0);
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| 							Vec3 x2y2_minus_x2y1(0, inHeightsScale * (x2y2_h - x2y1_h), mScale.GetZ());
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| 							out_normal[1] = x1y1_minus_x2y1.Cross(x2y2_minus_x2y1).Normalized();
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| 						}
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| 						else
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| 							out_normal[1] = Vec3::sZero();
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| 					}
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| 					else
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| 					{
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| 						out_normal[0] = Vec3::sZero();
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| 						out_normal[1] = Vec3::sZero();
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| 					}
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| 
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| 					out_normal += 2;
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| 				}
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| 			}
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| 
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| 			// Number of vectors to skip to get to the next row of normals
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| 			uint normals_pitch = 2 * (block_x_end - normals_x_start);
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| 
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| 			// Calculate active edges
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| 			const Vec3 *in_normal = normals;
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| 			uint global_bit_pos = 3 * ((inY + block_y) * (mSampleCount - 1) + (inX + block_x));
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| 			for (uint y = block_y; y < block_y_end; ++y)
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| 			{
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| 				in_normal += normals_x_skip; // If we have an extra column to the left, skip it here, we'll read it with in_normal[-1] below
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| 
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| 				for (uint x = block_x; x < block_x_end; ++x)
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| 				{
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| 					// Get vertex heights
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| 					const float *height_samples = inHeights + (inY - inHeightsStartY + y) * inHeightsStride + (inX - inHeightsStartX + x);
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| 					float x1y1_h = height_samples[0];
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| 					float x1y2_h = height_samples[inHeightsStride];
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| 					float x2y2_h = height_samples[inHeightsStride + 1];
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| 					bool x1y1_valid = x1y1_h != cNoCollisionValue;
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| 					bool x1y2_valid = x1y2_h != cNoCollisionValue;
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| 					bool x2y2_valid = x2y2_h != cNoCollisionValue;
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| 
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| 					// Calculate the edge flags (3 bits)
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| 					// See diagram in the next function for the edge numbering
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| 					uint16 edge_mask = 0b111;
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| 					uint16 edge_flags = 0;
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| 
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| 					// Edge 0
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| 					if (x == 0)
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| 						edge_mask &= 0b110; // We need normal x - 1 which we didn't calculate, don't update this edge
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| 					else if (x1y1_valid && x1y2_valid)
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| 					{
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| 						Vec3 edge0_direction(0, inHeightsScale * (x1y2_h - x1y1_h), mScale.GetZ());
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| 						if (ActiveEdges::IsEdgeActive(in_normal[0], in_normal[-1], edge0_direction, inActiveEdgeCosThresholdAngle))
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| 							edge_flags |= 0b001;
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| 					}
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| 
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| 					// Edge 1
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| 					if (y == inSizeY - 1)
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| 						edge_mask &= 0b101; // We need normal y + 1 which we didn't calculate, don't update this edge
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| 					else if (x1y2_valid && x2y2_valid)
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| 					{
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| 						Vec3 edge1_direction(mScale.GetX(), inHeightsScale * (x2y2_h - x1y2_h), 0);
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| 						if (ActiveEdges::IsEdgeActive(in_normal[0], in_normal[normals_pitch + 1], edge1_direction, inActiveEdgeCosThresholdAngle))
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| 							edge_flags |= 0b010;
 | |
| 					}
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| 
 | |
| 					// Edge 2
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| 					if (x1y1_valid && x2y2_valid)
 | |
| 					{
 | |
| 						Vec3 edge2_direction(-mScale.GetX(), inHeightsScale * (x1y1_h - x2y2_h), -mScale.GetZ());
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| 						if (ActiveEdges::IsEdgeActive(in_normal[0], in_normal[1], edge2_direction, inActiveEdgeCosThresholdAngle))
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| 							edge_flags |= 0b100;
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| 					}
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| 
 | |
| 					// Store the edge flags in the array
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| 					uint byte_pos = global_bit_pos >> 3;
 | |
| 					uint bit_pos = global_bit_pos & 0b111;
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| 					JPH_ASSERT(byte_pos < mActiveEdgesSize);
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| 					uint8 *edge_flags_ptr = &mActiveEdges[byte_pos];
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| 					uint16 combined_edge_flags = uint16(edge_flags_ptr[0]) | uint16(uint16(edge_flags_ptr[1]) << 8);
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| 					combined_edge_flags &= ~(edge_mask << bit_pos);
 | |
| 					combined_edge_flags |= edge_flags << bit_pos;
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| 					edge_flags_ptr[0] = uint8(combined_edge_flags);
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| 					edge_flags_ptr[1] = uint8(combined_edge_flags >> 8);
 | |
| 
 | |
| 					in_normal += 2;
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| 					global_bit_pos += 3;
 | |
| 				}
 | |
| 
 | |
| 				global_bit_pos += 3 * (mSampleCount - 1 - (block_x_end - block_x));
 | |
| 			}
 | |
| 		}
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::CalculateActiveEdges(const HeightFieldShapeSettings &inSettings)
 | |
| {
 | |
| 	/*
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| 		Store active edges. The triangles are organized like this:
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| 			x --->
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| 
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| 		y   +       +
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| 			| \ T1B | \ T2B
 | |
| 		|  e0   e2  |   \
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| 		|   | T1A \ | T2A \
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| 		V   +--e1---+-------+
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| 			| \ T3B | \ T4B
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| 			|   \   |   \
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| 			| T3A \ | T4A \
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| 			+-------+-------+
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| 		We store active edges e0 .. e2 as bits 0 .. 2.
 | |
| 		We store triangles horizontally then vertically (order T1A, T2A, T3A and T4A).
 | |
| 		The top edge and right edge of the heightfield are always active so we do not need to store them,
 | |
| 		therefore we only need to store (mSampleCount - 1)^2 * 3-bit
 | |
| 		The triangles T1B, T2B, T3B and T4B do not need to be stored, their active edges can be constructed from adjacent triangles.
 | |
| 		Add 1 byte padding so we can always read 1 uint16 to get the bits that cross an 8 bit boundary
 | |
| 	*/
 | |
| 
 | |
| 	// Make all edges active (if mSampleCount is bigger than inSettings.mSampleCount we need to fill up the padding,
 | |
| 	// also edges at x = 0 and y = inSettings.mSampleCount - 1 are not updated)
 | |
| 	memset(mActiveEdges, 0xff, mActiveEdgesSize);
 | |
| 
 | |
| 	// Now clear the edges that are not active
 | |
| 	TempAllocatorMalloc allocator;
 | |
| 	CalculateActiveEdges(0, 0, inSettings.mSampleCount - 1, inSettings.mSampleCount - 1, inSettings.mHeightSamples.data(), 0, 0, inSettings.mSampleCount, inSettings.mScale.GetY(), inSettings.mActiveEdgeCosThresholdAngle, allocator);
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::StoreMaterialIndices(const HeightFieldShapeSettings &inSettings)
 | |
| {
 | |
| 	// We need to account for any rounding of the sample count to the nearest block size
 | |
| 	uint in_count_min_1 = inSettings.mSampleCount - 1;
 | |
| 	uint out_count_min_1 = mSampleCount - 1;
 | |
| 
 | |
| 	mNumBitsPerMaterialIndex = 32 - CountLeadingZeros(max((uint32)mMaterials.size(), inSettings.mMaterialsCapacity) - 1);
 | |
| 	mMaterialIndices.resize(((Square(out_count_min_1) * mNumBitsPerMaterialIndex + 7) >> 3) + 1, 0); // Add 1 byte so we don't read out of bounds when reading an uint16
 | |
| 
 | |
| 	if (mMaterials.size() > 1)
 | |
| 		for (uint y = 0; y < out_count_min_1; ++y)
 | |
| 			for (uint x = 0; x < out_count_min_1; ++x)
 | |
| 			{
 | |
| 				// Read material
 | |
| 				uint16 material_index = x < in_count_min_1 && y < in_count_min_1? uint16(inSettings.mMaterialIndices[x + y * in_count_min_1]) : 0;
 | |
| 
 | |
| 				// Calculate byte and bit position where the material index needs to go
 | |
| 				uint sample_pos = x + y * out_count_min_1;
 | |
| 				uint bit_pos = sample_pos * mNumBitsPerMaterialIndex;
 | |
| 				uint byte_pos = bit_pos >> 3;
 | |
| 				bit_pos &= 0b111;
 | |
| 
 | |
| 				// Write the material index
 | |
| 				material_index <<= bit_pos;
 | |
| 				JPH_ASSERT(byte_pos + 1 < mMaterialIndices.size());
 | |
| 				mMaterialIndices[byte_pos] |= uint8(material_index);
 | |
| 				mMaterialIndices[byte_pos + 1] |= uint8(material_index >> 8);
 | |
| 			}
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::CacheValues()
 | |
| {
 | |
| 	mSampleMask = uint8((uint32(1) << mBitsPerSample) - 1);
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::AllocateBuffers()
 | |
| {
 | |
| 	uint num_blocks = GetNumBlocks();
 | |
| 	uint max_stride = (num_blocks + 1) >> 1;
 | |
| 	mRangeBlocksSize = sGridOffsets[sGetMaxLevel(num_blocks) - 1] + Square(max_stride);
 | |
| 	mHeightSamplesSize = (mSampleCount * mSampleCount * mBitsPerSample + 7) / 8 + 1;
 | |
| 	mActiveEdgesSize = (Square(mSampleCount - 1) * 3 + 7) / 8 + 1; // See explanation at HeightFieldShape::CalculateActiveEdges
 | |
| 
 | |
| 	JPH_ASSERT(mRangeBlocks == nullptr && mHeightSamples == nullptr && mActiveEdges == nullptr);
 | |
| 	void *data = AlignedAllocate(mRangeBlocksSize * sizeof(RangeBlock) + mHeightSamplesSize + mActiveEdgesSize, alignof(RangeBlock));
 | |
| 	mRangeBlocks = reinterpret_cast<RangeBlock *>(data);
 | |
| 	mHeightSamples = reinterpret_cast<uint8 *>(mRangeBlocks + mRangeBlocksSize);
 | |
| 	mActiveEdges = mHeightSamples + mHeightSamplesSize;
 | |
| }
 | |
| 
 | |
| HeightFieldShape::HeightFieldShape(const HeightFieldShapeSettings &inSettings, ShapeResult &outResult) :
 | |
| 	Shape(EShapeType::HeightField, EShapeSubType::HeightField, inSettings, outResult),
 | |
| 	mOffset(inSettings.mOffset),
 | |
| 	mScale(inSettings.mScale),
 | |
| 	mSampleCount(((inSettings.mSampleCount + inSettings.mBlockSize - 1) / inSettings.mBlockSize) * inSettings.mBlockSize), // Round sample count to nearest block size
 | |
| 	mBlockSize(inSettings.mBlockSize),
 | |
| 	mBitsPerSample(uint8(inSettings.mBitsPerSample))
 | |
| {
 | |
| 	CacheValues();
 | |
| 
 | |
| 	// Reserve a bigger materials list if requested
 | |
| 	if (inSettings.mMaterialsCapacity > 0)
 | |
| 		mMaterials.reserve(inSettings.mMaterialsCapacity);
 | |
| 	mMaterials = inSettings.mMaterials;
 | |
| 
 | |
| 	// Check block size
 | |
| 	if (mBlockSize < 2 || mBlockSize > 8)
 | |
| 	{
 | |
| 		outResult.SetError("HeightFieldShape: Block size must be in the range [2, 8]!");
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	// Check bits per sample
 | |
| 	if (inSettings.mBitsPerSample < 1 || inSettings.mBitsPerSample > 8)
 | |
| 	{
 | |
| 		outResult.SetError("HeightFieldShape: Bits per sample must be in the range [1, 8]!");
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	// We stop at mBlockSize x mBlockSize height sample blocks
 | |
| 	uint num_blocks = GetNumBlocks();
 | |
| 
 | |
| 	// We want at least 1 grid layer
 | |
| 	if (num_blocks < 2)
 | |
| 	{
 | |
| 		outResult.SetError("HeightFieldShape: Sample count too low!");
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	// Check that we don't overflow our 32 bit 'properties'
 | |
| 	if (num_blocks > (1 << cNumBitsXY))
 | |
| 	{
 | |
| 		outResult.SetError("HeightFieldShape: Sample count too high!");
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	// Check if we're not exceeding the amount of sub shape id bits
 | |
| 	if (GetSubShapeIDBitsRecursive() > SubShapeID::MaxBits)
 | |
| 	{
 | |
| 		outResult.SetError("HeightFieldShape: Size exceeds the amount of available sub shape ID bits!");
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	if (!mMaterials.empty())
 | |
| 	{
 | |
| 		// Validate materials
 | |
| 		if (mMaterials.size() > 256)
 | |
| 		{
 | |
| 			outResult.SetError("Supporting max 256 materials per height field");
 | |
| 			return;
 | |
| 		}
 | |
| 		for (uint8 s : inSettings.mMaterialIndices)
 | |
| 			if (s >= mMaterials.size())
 | |
| 			{
 | |
| 				outResult.SetError(StringFormat("Material %u is beyond material list (size: %u)", s, (uint)mMaterials.size()));
 | |
| 				return;
 | |
| 			}
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		// No materials assigned, validate that no materials have been specified
 | |
| 		if (!inSettings.mMaterialIndices.empty())
 | |
| 		{
 | |
| 			outResult.SetError("No materials present, mMaterialIndices should be empty");
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// Determine range
 | |
| 	float min_value, max_value, scale;
 | |
| 	inSettings.DetermineMinAndMaxSample(min_value, max_value, scale);
 | |
| 	if (min_value > max_value)
 | |
| 	{
 | |
| 		// If there is no collision with this heightmap, leave everything empty
 | |
| 		mMaterials.clear();
 | |
| 		outResult.Set(this);
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	// Allocate space for this shape
 | |
| 	AllocateBuffers();
 | |
| 
 | |
| 	// Quantize to uint16
 | |
| 	Array<uint16> quantized_samples;
 | |
| 	quantized_samples.reserve(mSampleCount * mSampleCount);
 | |
| 	for (uint y = 0; y < inSettings.mSampleCount; ++y)
 | |
| 	{
 | |
| 		for (uint x = 0; x < inSettings.mSampleCount; ++x)
 | |
| 		{
 | |
| 			float h = inSettings.mHeightSamples[x + y * inSettings.mSampleCount];
 | |
| 			if (h == cNoCollisionValue)
 | |
| 			{
 | |
| 				quantized_samples.push_back(cNoCollisionValue16);
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				// Floor the quantized height to get a lower bound for the quantized value
 | |
| 				int quantized_height = (int)floor(scale * (h - min_value));
 | |
| 
 | |
| 				// Ensure that the height says below the max height value so we can safely add 1 to get the upper bound for the quantized value
 | |
| 				quantized_height = Clamp(quantized_height, 0, int(cMaxHeightValue16 - 1));
 | |
| 
 | |
| 				quantized_samples.push_back(uint16(quantized_height));
 | |
| 			}
 | |
| 		}
 | |
| 		// Pad remaining columns with no collision
 | |
| 		for (uint x = inSettings.mSampleCount; x < mSampleCount; ++x)
 | |
| 			quantized_samples.push_back(cNoCollisionValue16);
 | |
| 	}
 | |
| 	// Pad remaining rows with no collision
 | |
| 	for (uint y = inSettings.mSampleCount; y < mSampleCount; ++y)
 | |
| 		for (uint x = 0; x < mSampleCount; ++x)
 | |
| 			quantized_samples.push_back(cNoCollisionValue16);
 | |
| 
 | |
| 	// Update offset and scale to account for the compression to uint16
 | |
| 	if (min_value <= max_value) // Only when there was collision
 | |
| 	{
 | |
| 		// In GetPosition we always add 0.5 to the quantized sample in order to reduce the average error.
 | |
| 		// We want to be able to exactly quantize min_value (this is important in case the heightfield is entirely flat) so we subtract that value from min_value.
 | |
| 		min_value -= 0.5f / (scale * mSampleMask);
 | |
| 
 | |
| 		mOffset.SetY(mOffset.GetY() + mScale.GetY() * min_value);
 | |
| 	}
 | |
| 	mScale.SetY(mScale.GetY() / scale);
 | |
| 
 | |
| 	// Calculate amount of grids
 | |
| 	uint max_level = sGetMaxLevel(num_blocks);
 | |
| 
 | |
| 	// Temporary data structure used during creating of a hierarchy of grids
 | |
| 	struct Range
 | |
| 	{
 | |
| 		uint16	mMin;
 | |
| 		uint16	mMax;
 | |
| 	};
 | |
| 
 | |
| 	// Reserve size for temporary range data + reserve 1 extra for a 1x1 grid that we won't store but use for calculating the bounding box
 | |
| 	Array<Array<Range>> ranges;
 | |
| 	ranges.resize(max_level + 1);
 | |
| 
 | |
| 	// Calculate highest detail grid by combining mBlockSize x mBlockSize height samples
 | |
| 	Array<Range> *cur_range_vector = &ranges.back();
 | |
| 	uint num_blocks_pow2 = GetNextPowerOf2(num_blocks); // We calculate the range blocks as if the heightfield was a power of 2, when we save the range blocks we'll ignore the extra samples (this makes downsampling easier)
 | |
| 	cur_range_vector->resize(num_blocks_pow2 * num_blocks_pow2);
 | |
| 	Range *range_dst = &cur_range_vector->front();
 | |
| 	for (uint y = 0; y < num_blocks_pow2; ++y)
 | |
| 		for (uint x = 0; x < num_blocks_pow2; ++x)
 | |
| 		{
 | |
| 			range_dst->mMin = 0xffff;
 | |
| 			range_dst->mMax = 0;
 | |
| 			uint max_bx = x == num_blocks_pow2 - 1? mBlockSize : mBlockSize + 1; // for interior blocks take 1 more because the triangles connect to the next block so we must include their height too
 | |
| 			uint max_by = y == num_blocks_pow2 - 1? mBlockSize : mBlockSize + 1;
 | |
| 			for (uint by = 0; by < max_by; ++by)
 | |
| 				for (uint bx = 0; bx < max_bx; ++bx)
 | |
| 				{
 | |
| 					uint sx = x * mBlockSize + bx;
 | |
| 					uint sy = y * mBlockSize + by;
 | |
| 					if (sx < mSampleCount && sy < mSampleCount)
 | |
| 					{
 | |
| 						uint16 h = quantized_samples[sy * mSampleCount + sx];
 | |
| 						if (h != cNoCollisionValue16)
 | |
| 						{
 | |
| 							range_dst->mMin = min(range_dst->mMin, h);
 | |
| 							range_dst->mMax = max(range_dst->mMax, uint16(h + 1)); // Add 1 to the max so we know the real value is between mMin and mMax
 | |
| 						}
 | |
| 					}
 | |
| 				}
 | |
| 			++range_dst;
 | |
| 		}
 | |
| 
 | |
| 	// Calculate remaining grids
 | |
| 	for (uint n = num_blocks_pow2 >> 1; n >= 1; n >>= 1)
 | |
| 	{
 | |
| 		// Get source buffer
 | |
| 		const Range *range_src = &cur_range_vector->front();
 | |
| 
 | |
| 		// Previous array element
 | |
| 		--cur_range_vector;
 | |
| 
 | |
| 		// Make space for this grid
 | |
| 		cur_range_vector->resize(n * n);
 | |
| 
 | |
| 		// Get target buffer
 | |
| 		range_dst = &cur_range_vector->front();
 | |
| 
 | |
| 		// Combine the results of 2x2 ranges
 | |
| 		for (uint y = 0; y < n; ++y)
 | |
| 			for (uint x = 0; x < n; ++x)
 | |
| 			{
 | |
| 				range_dst->mMin = 0xffff;
 | |
| 				range_dst->mMax = 0;
 | |
| 				for (uint by = 0; by < 2; ++by)
 | |
| 					for (uint bx = 0; bx < 2; ++bx)
 | |
| 					{
 | |
| 						const Range &r = range_src[(y * 2 + by) * n * 2 + x * 2 + bx];
 | |
| 						range_dst->mMin = min(range_dst->mMin, r.mMin);
 | |
| 						range_dst->mMax = max(range_dst->mMax, r.mMax);
 | |
| 					}
 | |
| 				++range_dst;
 | |
| 			}
 | |
| 	}
 | |
| 	JPH_ASSERT(cur_range_vector == &ranges.front());
 | |
| 
 | |
| 	// Store global range for bounding box calculation
 | |
| 	mMinSample = ranges[0][0].mMin;
 | |
| 	mMaxSample = ranges[0][0].mMax;
 | |
| 
 | |
| #ifdef JPH_ENABLE_ASSERTS
 | |
| 	// Validate that we did not lose range along the way
 | |
| 	uint16 minv = 0xffff, maxv = 0;
 | |
| 	for (uint16 v : quantized_samples)
 | |
| 		if (v != cNoCollisionValue16)
 | |
| 		{
 | |
| 			minv = min(minv, v);
 | |
| 			maxv = max(maxv, uint16(v + 1));
 | |
| 		}
 | |
| 	JPH_ASSERT(mMinSample == minv && mMaxSample == maxv);
 | |
| #endif
 | |
| 
 | |
| 	// Now erase the first element, we need a 2x2 grid to start with
 | |
| 	ranges.erase(ranges.begin());
 | |
| 
 | |
| 	// Create blocks
 | |
| 	uint max_stride = (num_blocks + 1) >> 1;
 | |
| 	RangeBlock *current_block = mRangeBlocks;
 | |
| 	for (uint level = 0; level < ranges.size(); ++level)
 | |
| 	{
 | |
| 		JPH_ASSERT(uint(current_block - mRangeBlocks) == sGridOffsets[level]);
 | |
| 
 | |
| 		uint in_n = 1 << level;
 | |
| 		uint out_n = min(in_n, max_stride); // At the most detailed level we store a non-power of 2 number of blocks
 | |
| 
 | |
| 		for (uint y = 0; y < out_n; ++y)
 | |
| 			for (uint x = 0; x < out_n; ++x)
 | |
| 			{
 | |
| 				// Convert from 2x2 Range structure to 1 RangeBlock structure
 | |
| 				RangeBlock &rb = *current_block++;
 | |
| 				for (uint by = 0; by < 2; ++by)
 | |
| 					for (uint bx = 0; bx < 2; ++bx)
 | |
| 					{
 | |
| 						uint src_pos = (y * 2 + by) * 2 * in_n + (x * 2 + bx);
 | |
| 						uint dst_pos = by * 2 + bx;
 | |
| 						rb.mMin[dst_pos] = ranges[level][src_pos].mMin;
 | |
| 						rb.mMax[dst_pos] = ranges[level][src_pos].mMax;
 | |
| 					}
 | |
| 			}
 | |
| 	}
 | |
| 	JPH_ASSERT(uint32(current_block - mRangeBlocks) == mRangeBlocksSize);
 | |
| 
 | |
| 	// Quantize height samples
 | |
| 	memset(mHeightSamples, 0, mHeightSamplesSize);
 | |
| 	int sample = 0;
 | |
| 	for (uint y = 0; y < mSampleCount; ++y)
 | |
| 		for (uint x = 0; x < mSampleCount; ++x)
 | |
| 		{
 | |
| 			uint32 output_value;
 | |
| 
 | |
| 			float h = x < inSettings.mSampleCount && y < inSettings.mSampleCount? inSettings.mHeightSamples[x + y * inSettings.mSampleCount] : cNoCollisionValue;
 | |
| 			if (h == cNoCollisionValue)
 | |
| 			{
 | |
| 				// No collision
 | |
| 				output_value = mSampleMask;
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				// Get range of block so we know what range to compress to
 | |
| 				uint bx = x / mBlockSize;
 | |
| 				uint by = y / mBlockSize;
 | |
| 				const Range &range = ranges.back()[by * num_blocks_pow2 + bx];
 | |
| 				JPH_ASSERT(range.mMin < range.mMax);
 | |
| 
 | |
| 				// Quantize to mBitsPerSample bits, note that mSampleMask is reserved for indicating that there's no collision.
 | |
| 				// We divide the range into mSampleMask segments and use the mid points of these segments as the quantized values.
 | |
| 				// This results in a lower error than if we had quantized our data using the lowest point of all these segments.
 | |
| 				float h_min = min_value + range.mMin / scale;
 | |
| 				float h_delta = float(range.mMax - range.mMin) / scale;
 | |
| 				float quantized_height = floor((h - h_min) * float(mSampleMask) / h_delta);
 | |
| 				output_value = uint32(Clamp((int)quantized_height, 0, int(mSampleMask) - 1)); // mSampleMask is reserved as 'no collision value'
 | |
| 			}
 | |
| 
 | |
| 			// Store the sample
 | |
| 			uint byte_pos = sample >> 3;
 | |
| 			uint bit_pos = sample & 0b111;
 | |
| 			output_value <<= bit_pos;
 | |
| 			JPH_ASSERT(byte_pos + 1 < mHeightSamplesSize);
 | |
| 			mHeightSamples[byte_pos] |= uint8(output_value);
 | |
| 			mHeightSamples[byte_pos + 1] |= uint8(output_value >> 8);
 | |
| 			sample += inSettings.mBitsPerSample;
 | |
| 		}
 | |
| 
 | |
| 	// Calculate the active edges
 | |
| 	CalculateActiveEdges(inSettings);
 | |
| 
 | |
| 	// Compress material indices
 | |
| 	if (mMaterials.size() > 1 || inSettings.mMaterialsCapacity > 1)
 | |
| 		StoreMaterialIndices(inSettings);
 | |
| 
 | |
| 	outResult.Set(this);
 | |
| }
 | |
| 
 | |
| HeightFieldShape::~HeightFieldShape()
 | |
| {
 | |
| 	if (mRangeBlocks != nullptr)
 | |
| 		AlignedFree(mRangeBlocks);
 | |
| }
 | |
| 
 | |
| Ref<HeightFieldShape> HeightFieldShape::Clone() const
 | |
| {
 | |
| 	Ref<HeightFieldShape> clone = new HeightFieldShape;
 | |
| 	clone->SetUserData(GetUserData());
 | |
| 
 | |
| 	clone->mOffset = mOffset;
 | |
| 	clone->mScale = mScale;
 | |
| 	clone->mSampleCount = mSampleCount;
 | |
| 	clone->mBlockSize = mBlockSize;
 | |
| 	clone->mBitsPerSample = mBitsPerSample;
 | |
| 	clone->mSampleMask = mSampleMask;
 | |
| 	clone->mMinSample = mMinSample;
 | |
| 	clone->mMaxSample = mMaxSample;
 | |
| 
 | |
| 	clone->AllocateBuffers();
 | |
| 	memcpy(clone->mRangeBlocks, mRangeBlocks, mRangeBlocksSize * sizeof(RangeBlock) + mHeightSamplesSize + mActiveEdgesSize); // Copy the entire buffer in 1 go
 | |
| 
 | |
| 	clone->mMaterials.reserve(mMaterials.capacity()); // Ensure we keep the capacity of the original
 | |
| 	clone->mMaterials = mMaterials;
 | |
| 	clone->mMaterialIndices = mMaterialIndices;
 | |
| 	clone->mNumBitsPerMaterialIndex = mNumBitsPerMaterialIndex;
 | |
| 
 | |
| #ifdef JPH_DEBUG_RENDERER
 | |
| 	clone->mGeometry = mGeometry;
 | |
| 	clone->mCachedUseMaterialColors = mCachedUseMaterialColors;
 | |
| #endif // JPH_DEBUG_RENDERER
 | |
| 
 | |
| 	return clone;
 | |
| }
 | |
| 
 | |
| inline void HeightFieldShape::sGetRangeBlockOffsetAndStride(uint inNumBlocks, uint inMaxLevel, uint &outRangeBlockOffset, uint &outRangeBlockStride)
 | |
| {
 | |
| 	outRangeBlockOffset = sGridOffsets[inMaxLevel - 1];
 | |
| 	outRangeBlockStride = (inNumBlocks + 1) >> 1;
 | |
| }
 | |
| 
 | |
| inline void HeightFieldShape::GetRangeBlock(uint inBlockX, uint inBlockY, uint inRangeBlockOffset, uint inRangeBlockStride, RangeBlock *&outBlock, uint &outIndexInBlock)
 | |
| {
 | |
| 	JPH_ASSERT(inBlockX < GetNumBlocks() && inBlockY < GetNumBlocks());
 | |
| 
 | |
| 	// Convert to location of range block
 | |
| 	uint rbx = inBlockX >> 1;
 | |
| 	uint rby = inBlockY >> 1;
 | |
| 	outIndexInBlock = ((inBlockY & 1) << 1) + (inBlockX & 1);
 | |
| 
 | |
| 	uint offset = inRangeBlockOffset + rby * inRangeBlockStride + rbx;
 | |
| 	JPH_ASSERT(offset < mRangeBlocksSize);
 | |
| 	outBlock = mRangeBlocks + offset;
 | |
| }
 | |
| 
 | |
| inline void HeightFieldShape::GetBlockOffsetAndScale(uint inBlockX, uint inBlockY, uint inRangeBlockOffset, uint inRangeBlockStride, float &outBlockOffset, float &outBlockScale) const
 | |
| {
 | |
| 	JPH_ASSERT(inBlockX < GetNumBlocks() && inBlockY < GetNumBlocks());
 | |
| 
 | |
| 	// Convert to location of range block
 | |
| 	uint rbx = inBlockX >> 1;
 | |
| 	uint rby = inBlockY >> 1;
 | |
| 	uint n = ((inBlockY & 1) << 1) + (inBlockX & 1);
 | |
| 
 | |
| 	// Calculate offset and scale
 | |
| 	uint offset = inRangeBlockOffset + rby * inRangeBlockStride + rbx;
 | |
| 	JPH_ASSERT(offset < mRangeBlocksSize);
 | |
| 	const RangeBlock &block = mRangeBlocks[offset];
 | |
| 	outBlockOffset = float(block.mMin[n]);
 | |
| 	outBlockScale = float(block.mMax[n] - block.mMin[n]) / float(mSampleMask);
 | |
| }
 | |
| 
 | |
| inline uint8 HeightFieldShape::GetHeightSample(uint inX, uint inY) const
 | |
| {
 | |
| 	JPH_ASSERT(inX < mSampleCount);
 | |
| 	JPH_ASSERT(inY < mSampleCount);
 | |
| 
 | |
| 	// Determine bit position of sample
 | |
| 	uint sample = (inY * mSampleCount + inX) * uint(mBitsPerSample);
 | |
| 	uint byte_pos = sample >> 3;
 | |
| 	uint bit_pos = sample & 0b111;
 | |
| 
 | |
| 	// Fetch the height sample value
 | |
| 	JPH_ASSERT(byte_pos + 1 < mHeightSamplesSize);
 | |
| 	const uint8 *height_samples = mHeightSamples + byte_pos;
 | |
| 	uint16 height_sample = uint16(height_samples[0]) | uint16(uint16(height_samples[1]) << 8);
 | |
| 	return uint8(height_sample >> bit_pos) & mSampleMask;
 | |
| }
 | |
| 
 | |
| inline Vec3 HeightFieldShape::GetPosition(uint inX, uint inY, float inBlockOffset, float inBlockScale, bool &outNoCollision) const
 | |
| {
 | |
| 	// Get quantized value
 | |
| 	uint8 height_sample = GetHeightSample(inX, inY);
 | |
| 	outNoCollision = height_sample == mSampleMask;
 | |
| 
 | |
| 	// Add 0.5 to the quantized value to minimize the error (see constructor)
 | |
| 	return mOffset + mScale * Vec3(float(inX), inBlockOffset + (0.5f + height_sample) * inBlockScale, float(inY));
 | |
| }
 | |
| 
 | |
| Vec3 HeightFieldShape::GetPosition(uint inX, uint inY) const
 | |
| {
 | |
| 	// Test if there are any samples
 | |
| 	if (mHeightSamplesSize == 0)
 | |
| 		return mOffset + mScale * Vec3(float(inX), 0.0f, float(inY));
 | |
| 
 | |
| 	// Get block location
 | |
| 	uint bx = inX / mBlockSize;
 | |
| 	uint by = inY / mBlockSize;
 | |
| 
 | |
| 	// Calculate offset and stride
 | |
| 	uint num_blocks = GetNumBlocks();
 | |
| 	uint range_block_offset, range_block_stride;
 | |
| 	sGetRangeBlockOffsetAndStride(num_blocks, sGetMaxLevel(num_blocks), range_block_offset, range_block_stride);
 | |
| 
 | |
| 	float offset, scale;
 | |
| 	GetBlockOffsetAndScale(bx, by, range_block_offset, range_block_stride, offset, scale);
 | |
| 
 | |
| 	bool no_collision;
 | |
| 	return GetPosition(inX, inY, offset, scale, no_collision);
 | |
| }
 | |
| 
 | |
| bool HeightFieldShape::IsNoCollision(uint inX, uint inY) const
 | |
| {
 | |
| 	return mHeightSamplesSize == 0 || GetHeightSample(inX, inY) == mSampleMask;
 | |
| }
 | |
| 
 | |
| bool HeightFieldShape::ProjectOntoSurface(Vec3Arg inLocalPosition, Vec3 &outSurfacePosition, SubShapeID &outSubShapeID) const
 | |
| {
 | |
| 	// Check if we have collision
 | |
| 	if (mHeightSamplesSize == 0)
 | |
| 		return false;
 | |
| 
 | |
| 	// Convert coordinate to integer space
 | |
| 	Vec3 integer_space = (inLocalPosition - mOffset) / mScale;
 | |
| 
 | |
| 	// Get x coordinate and fraction
 | |
| 	float x_frac = integer_space.GetX();
 | |
| 	if (x_frac < 0.0f || x_frac >= mSampleCount - 1)
 | |
| 		return false;
 | |
| 	uint x = (uint)floor(x_frac);
 | |
| 	x_frac -= x;
 | |
| 
 | |
| 	// Get y coordinate and fraction
 | |
| 	float y_frac = integer_space.GetZ();
 | |
| 	if (y_frac < 0.0f || y_frac >= mSampleCount - 1)
 | |
| 		return false;
 | |
| 	uint y = (uint)floor(y_frac);
 | |
| 	y_frac -= y;
 | |
| 
 | |
| 	// If one of the diagonal points doesn't have collision, we don't have a height at this location
 | |
| 	if (IsNoCollision(x, y) || IsNoCollision(x + 1, y + 1))
 | |
| 		return false;
 | |
| 
 | |
| 	if (y_frac >= x_frac)
 | |
| 	{
 | |
| 		// Left bottom triangle, test the 3rd point
 | |
| 		if (IsNoCollision(x, y + 1))
 | |
| 			return false;
 | |
| 
 | |
| 		// Interpolate height value
 | |
| 		Vec3 v1 = GetPosition(x, y);
 | |
| 		Vec3 v2 = GetPosition(x, y + 1);
 | |
| 		Vec3 v3 = GetPosition(x + 1, y + 1);
 | |
| 		outSurfacePosition = v1 + y_frac * (v2 - v1) + x_frac * (v3 - v2);
 | |
| 		SubShapeIDCreator creator;
 | |
| 		outSubShapeID = EncodeSubShapeID(creator, x, y, 0);
 | |
| 		return true;
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		// Right top triangle, test the third point
 | |
| 		if (IsNoCollision(x + 1, y))
 | |
| 			return false;
 | |
| 
 | |
| 		// Interpolate height value
 | |
| 		Vec3 v1 = GetPosition(x, y);
 | |
| 		Vec3 v2 = GetPosition(x + 1, y + 1);
 | |
| 		Vec3 v3 = GetPosition(x + 1, y);
 | |
| 		outSurfacePosition = v1 + y_frac * (v2 - v3) + x_frac * (v3 - v1);
 | |
| 		SubShapeIDCreator creator;
 | |
| 		outSubShapeID = EncodeSubShapeID(creator, x, y, 1);
 | |
| 		return true;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::GetHeights(uint inX, uint inY, uint inSizeX, uint inSizeY, float *outHeights, intptr_t inHeightsStride) const
 | |
| {
 | |
| 	if (inSizeX == 0 || inSizeY == 0)
 | |
| 		return;
 | |
| 
 | |
| 	JPH_ASSERT(inX % mBlockSize == 0 && inY % mBlockSize == 0);
 | |
| 	JPH_ASSERT(inX < mSampleCount && inY < mSampleCount);
 | |
| 	JPH_ASSERT(inX + inSizeX <= mSampleCount && inY + inSizeY <= mSampleCount);
 | |
| 
 | |
| 	// Test if there are any samples
 | |
| 	if (mHeightSamplesSize == 0)
 | |
| 	{
 | |
| 		// No samples, return the offset
 | |
| 		float offset = mOffset.GetY();
 | |
| 		for (uint y = 0; y < inSizeY; ++y, outHeights += inHeightsStride)
 | |
| 			for (uint x = 0; x < inSizeX; ++x)
 | |
| 				outHeights[x] = offset;
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		// Calculate offset and stride
 | |
| 		uint num_blocks = GetNumBlocks();
 | |
| 		uint range_block_offset, range_block_stride;
 | |
| 		sGetRangeBlockOffsetAndStride(num_blocks, sGetMaxLevel(num_blocks), range_block_offset, range_block_stride);
 | |
| 
 | |
| 		// Loop over blocks
 | |
| 		uint block_start_x = inX / mBlockSize;
 | |
| 		uint block_start_y = inY / mBlockSize;
 | |
| 		uint num_blocks_x = inSizeX / mBlockSize;
 | |
| 		uint num_blocks_y = inSizeY / mBlockSize;
 | |
| 		for (uint block_y = 0; block_y < num_blocks_y; ++block_y)
 | |
| 			for (uint block_x = 0; block_x < num_blocks_x; ++block_x)
 | |
| 			{
 | |
| 				// Get offset and scale for block
 | |
| 				float offset, scale;
 | |
| 				GetBlockOffsetAndScale(block_start_x + block_x, block_start_y + block_y, range_block_offset, range_block_stride, offset, scale);
 | |
| 
 | |
| 				// Adjust by global offset and scale
 | |
| 				// Note: This is the math applied in GetPosition() written out to reduce calculations in the inner loop
 | |
| 				scale *= mScale.GetY();
 | |
| 				offset = mOffset.GetY() + mScale.GetY() * offset + 0.5f * scale;
 | |
| 
 | |
| 				// Loop over samples in block
 | |
| 				for (uint sample_y = 0; sample_y < mBlockSize; ++sample_y)
 | |
| 					for (uint sample_x = 0; sample_x < mBlockSize; ++sample_x)
 | |
| 					{
 | |
| 						// Calculate output coordinate
 | |
| 						uint output_x = block_x * mBlockSize + sample_x;
 | |
| 						uint output_y = block_y * mBlockSize + sample_y;
 | |
| 
 | |
| 						// Get quantized value
 | |
| 						uint8 height_sample = GetHeightSample(inX + output_x, inY + output_y);
 | |
| 
 | |
| 						// Dequantize
 | |
| 						float h = height_sample != mSampleMask? offset + height_sample * scale : cNoCollisionValue;
 | |
| 						outHeights[output_y * inHeightsStride + output_x] = h;
 | |
| 					}
 | |
| 			}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::SetHeights(uint inX, uint inY, uint inSizeX, uint inSizeY, const float *inHeights, intptr_t inHeightsStride, TempAllocator &inAllocator, float inActiveEdgeCosThresholdAngle)
 | |
| {
 | |
| 	if (inSizeX == 0 || inSizeY == 0)
 | |
| 		return;
 | |
| 
 | |
| 	JPH_ASSERT(mHeightSamplesSize > 0);
 | |
| 	JPH_ASSERT(inX % mBlockSize == 0 && inY % mBlockSize == 0);
 | |
| 	JPH_ASSERT(inX < mSampleCount && inY < mSampleCount);
 | |
| 	JPH_ASSERT(inX + inSizeX <= mSampleCount && inY + inSizeY <= mSampleCount);
 | |
| 
 | |
| 	// If we have a block in negative x/y direction, we will affect its range so we need to take it into account
 | |
| 	bool need_temp_heights = false;
 | |
| 	uint affected_x = inX;
 | |
| 	uint affected_y = inY;
 | |
| 	uint affected_size_x = inSizeX;
 | |
| 	uint affected_size_y = inSizeY;
 | |
| 	if (inX > 0) { affected_x -= mBlockSize; affected_size_x += mBlockSize; need_temp_heights = true; }
 | |
| 	if (inY > 0) { affected_y -= mBlockSize; affected_size_y += mBlockSize; need_temp_heights = true; }
 | |
| 
 | |
| 	// If we have a block in positive x/y direction, our ranges are affected by it so we need to take it into account
 | |
| 	uint heights_size_x = affected_size_x;
 | |
| 	uint heights_size_y = affected_size_y;
 | |
| 	if (inX + inSizeX < mSampleCount) { heights_size_x += mBlockSize; need_temp_heights = true; }
 | |
| 	if (inY + inSizeY < mSampleCount) { heights_size_y += mBlockSize; need_temp_heights = true; }
 | |
| 
 | |
| 	// Get heights for affected area
 | |
| 	const float *heights;
 | |
| 	intptr_t heights_stride;
 | |
| 	float *temp_heights;
 | |
| 	if (need_temp_heights)
 | |
| 	{
 | |
| 		// Fetch the surrounding height data (note we're forced to recompress this data with a potentially different range so there will be some precision loss here)
 | |
| 		temp_heights = (float *)inAllocator.Allocate(heights_size_x * heights_size_y * sizeof(float));
 | |
| 		heights = temp_heights;
 | |
| 		heights_stride = heights_size_x;
 | |
| 
 | |
| 		// We need to fill in the following areas:
 | |
| 		//
 | |
| 		// +-----------------+
 | |
| 		// |        2        |
 | |
| 		// |---+---------+---|
 | |
| 		// |   |         |   |
 | |
| 		// | 3 |    1    | 4 |
 | |
| 		// |   |         |   |
 | |
| 		// |---+---------+---|
 | |
| 		// |        5        |
 | |
| 		// +-----------------+
 | |
| 		//
 | |
| 		// 1. The area that is affected by the new heights (we just copy these)
 | |
| 		// 2-5. These areas are either needed to calculate the range of the affected blocks or they need to be recompressed with a different range
 | |
| 		uint offset_x = inX - affected_x;
 | |
| 		uint offset_y = inY - affected_y;
 | |
| 
 | |
| 		// Area 2
 | |
| 		GetHeights(affected_x, affected_y, heights_size_x, offset_y, temp_heights, heights_size_x);
 | |
| 		float *area3_start = temp_heights + offset_y * heights_size_x;
 | |
| 
 | |
| 		// Area 3
 | |
| 		GetHeights(affected_x, inY, offset_x, inSizeY, area3_start, heights_size_x);
 | |
| 
 | |
| 		// Area 1
 | |
| 		float *area1_start = area3_start + offset_x;
 | |
| 		for (uint y = 0; y < inSizeY; ++y, area1_start += heights_size_x, inHeights += inHeightsStride)
 | |
| 			memcpy(area1_start, inHeights, inSizeX * sizeof(float));
 | |
| 
 | |
| 		// Area 4
 | |
| 		uint area4_x = inX + inSizeX;
 | |
| 		GetHeights(area4_x, inY, affected_x + heights_size_x - area4_x, inSizeY, area3_start + area4_x - affected_x, heights_size_x);
 | |
| 
 | |
| 		// Area 5
 | |
| 		uint area5_y = inY + inSizeY;
 | |
| 		float *area5_start = temp_heights + (area5_y - affected_y) * heights_size_x;
 | |
| 		GetHeights(affected_x, area5_y, heights_size_x, affected_y + heights_size_y - area5_y, area5_start, heights_size_x);
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		// We can directly use the input buffer because there are no extra edges to take into account
 | |
| 		heights = inHeights;
 | |
| 		heights_stride = inHeightsStride;
 | |
| 		temp_heights = nullptr;
 | |
| 	}
 | |
| 
 | |
| 	// Calculate offset and stride
 | |
| 	uint num_blocks = GetNumBlocks();
 | |
| 	uint range_block_offset, range_block_stride;
 | |
| 	uint max_level = sGetMaxLevel(num_blocks);
 | |
| 	sGetRangeBlockOffsetAndStride(num_blocks, max_level, range_block_offset, range_block_stride);
 | |
| 
 | |
| 	// Loop over blocks
 | |
| 	uint block_start_x = affected_x / mBlockSize;
 | |
| 	uint block_start_y = affected_y / mBlockSize;
 | |
| 	uint num_blocks_x = affected_size_x / mBlockSize;
 | |
| 	uint num_blocks_y = affected_size_y / mBlockSize;
 | |
| 	for (uint block_y = 0, sample_start_y = 0; block_y < num_blocks_y; ++block_y, sample_start_y += mBlockSize)
 | |
| 		for (uint block_x = 0, sample_start_x = 0; block_x < num_blocks_x; ++block_x, sample_start_x += mBlockSize)
 | |
| 		{
 | |
| 			// Determine quantized min and max value for block
 | |
| 			// Note that we need to include 1 extra row in the positive x/y direction to account for connecting triangles
 | |
| 			int min_value = 0xffff;
 | |
| 			int max_value = 0;
 | |
| 			uint sample_x_end = min(sample_start_x + mBlockSize + 1, mSampleCount - affected_x);
 | |
| 			uint sample_y_end = min(sample_start_y + mBlockSize + 1, mSampleCount - affected_y);
 | |
| 			for (uint sample_y = sample_start_y; sample_y < sample_y_end; ++sample_y)
 | |
| 				for (uint sample_x = sample_start_x; sample_x < sample_x_end; ++sample_x)
 | |
| 				{
 | |
| 					float h = heights[sample_y * heights_stride + sample_x];
 | |
| 					if (h != cNoCollisionValue)
 | |
| 					{
 | |
| 						int quantized_height = Clamp((int)floor((h - mOffset.GetY()) / mScale.GetY()), 0, int(cMaxHeightValue16 - 1));
 | |
| 						min_value = min(min_value, quantized_height);
 | |
| 						max_value = max(max_value, quantized_height + 1);
 | |
| 					}
 | |
| 				}
 | |
| 			if (min_value > max_value)
 | |
| 				min_value = max_value = cNoCollisionValue16;
 | |
| 
 | |
| 			// Update range for block
 | |
| 			RangeBlock *range_block;
 | |
| 			uint index_in_block;
 | |
| 			GetRangeBlock(block_start_x + block_x, block_start_y + block_y, range_block_offset, range_block_stride, range_block, index_in_block);
 | |
| 			range_block->mMin[index_in_block] = uint16(min_value);
 | |
| 			range_block->mMax[index_in_block] = uint16(max_value);
 | |
| 
 | |
| 			// Get offset and scale for block
 | |
| 			float offset_block = float(min_value);
 | |
| 			float scale_block = float(max_value - min_value) / float(mSampleMask);
 | |
| 
 | |
| 			// Calculate scale and offset using the formula used in GetPosition() solved for the quantized height (excluding 0.5 because we round down while quantizing)
 | |
| 			float scale = scale_block * mScale.GetY();
 | |
| 			float offset = mOffset.GetY() + offset_block * mScale.GetY();
 | |
| 
 | |
| 			// Loop over samples in block
 | |
| 			sample_x_end = sample_start_x + mBlockSize;
 | |
| 			sample_y_end = sample_start_y + mBlockSize;
 | |
| 			for (uint sample_y = sample_start_y; sample_y < sample_y_end; ++sample_y)
 | |
| 				for (uint sample_x = sample_start_x; sample_x < sample_x_end; ++sample_x)
 | |
| 				{
 | |
| 					// Quantize height
 | |
| 					float h = heights[sample_y * heights_stride + sample_x];
 | |
| 					uint8 quantized_height = h != cNoCollisionValue? uint8(Clamp((int)floor((h - offset) / scale), 0, int(mSampleMask) - 1)) : mSampleMask;
 | |
| 
 | |
| 					// Determine bit position of sample
 | |
| 					uint sample = ((affected_y + sample_y) * mSampleCount + affected_x + sample_x) * uint(mBitsPerSample);
 | |
| 					uint byte_pos = sample >> 3;
 | |
| 					uint bit_pos = sample & 0b111;
 | |
| 
 | |
| 					// Update the height value sample
 | |
| 					JPH_ASSERT(byte_pos + 1 < mHeightSamplesSize);
 | |
| 					uint8 *height_samples = mHeightSamples + byte_pos;
 | |
| 					uint16 height_sample = uint16(height_samples[0]) | uint16(uint16(height_samples[1]) << 8);
 | |
| 					height_sample &= ~(uint16(mSampleMask) << bit_pos);
 | |
| 					height_sample |= uint16(quantized_height) << bit_pos;
 | |
| 					height_samples[0] = uint8(height_sample);
 | |
| 					height_samples[1] = uint8(height_sample >> 8);
 | |
| 				}
 | |
| 		}
 | |
| 
 | |
| 	// Update active edges
 | |
| 	// Note that we must take an extra row on all sides to account for connecting triangles
 | |
| 	uint ae_x = inX > 1? inX - 2 : 0;
 | |
| 	uint ae_y = inY > 1? inY - 2 : 0;
 | |
| 	uint ae_sx = min(inX + inSizeX + 1, mSampleCount - 1) - ae_x;
 | |
| 	uint ae_sy = min(inY + inSizeY + 1, mSampleCount - 1) - ae_y;
 | |
| 	CalculateActiveEdges(ae_x, ae_y, ae_sx, ae_sy, heights, affected_x, affected_y, heights_stride, 1.0f, inActiveEdgeCosThresholdAngle, inAllocator);
 | |
| 
 | |
| 	// Free temporary buffer
 | |
| 	if (temp_heights != nullptr)
 | |
| 		inAllocator.Free(temp_heights, heights_size_x * heights_size_y * sizeof(float));
 | |
| 
 | |
| 	// Update hierarchy of range blocks
 | |
| 	while (max_level > 1)
 | |
| 	{
 | |
| 		// Get offset and stride for destination blocks
 | |
| 		uint dst_range_block_offset, dst_range_block_stride;
 | |
| 		sGetRangeBlockOffsetAndStride(num_blocks >> 1, max_level - 1, dst_range_block_offset, dst_range_block_stride);
 | |
| 
 | |
| 		// We'll be processing 2x2 blocks below so we need the start coordinates to be even and we extend the number of blocks to correct for that
 | |
| 		if (block_start_x & 1) { --block_start_x; ++num_blocks_x; }
 | |
| 		if (block_start_y & 1) { --block_start_y; ++num_blocks_y; }
 | |
| 
 | |
| 		// Loop over all affected blocks
 | |
| 		uint block_end_x = block_start_x + num_blocks_x;
 | |
| 		uint block_end_y = block_start_y + num_blocks_y;
 | |
| 		for (uint block_y = block_start_y; block_y < block_end_y; block_y += 2)
 | |
| 			for (uint block_x = block_start_x; block_x < block_end_x; block_x += 2)
 | |
| 			{
 | |
| 				// Get source range block
 | |
| 				RangeBlock *src_range_block;
 | |
| 				uint index_in_src_block;
 | |
| 				GetRangeBlock(block_x, block_y, range_block_offset, range_block_stride, src_range_block, index_in_src_block);
 | |
| 
 | |
| 				// Determine quantized min and max value for the entire 2x2 block
 | |
| 				uint16 min_value = 0xffff;
 | |
| 				uint16 max_value = 0;
 | |
| 				for (uint i = 0; i < 4; ++i)
 | |
| 					if (src_range_block->mMin[i] != cNoCollisionValue16)
 | |
| 					{
 | |
| 						min_value = min(min_value, src_range_block->mMin[i]);
 | |
| 						max_value = max(max_value, src_range_block->mMax[i]);
 | |
| 					}
 | |
| 
 | |
| 				// Write to destination block
 | |
| 				RangeBlock *dst_range_block;
 | |
| 				uint index_in_dst_block;
 | |
| 				GetRangeBlock(block_x >> 1, block_y >> 1, dst_range_block_offset, dst_range_block_stride, dst_range_block, index_in_dst_block);
 | |
| 				dst_range_block->mMin[index_in_dst_block] = uint16(min_value);
 | |
| 				dst_range_block->mMax[index_in_dst_block] = uint16(max_value);
 | |
| 			}
 | |
| 
 | |
| 		// Go up one level
 | |
| 		--max_level;
 | |
| 		num_blocks >>= 1;
 | |
| 		block_start_x >>= 1;
 | |
| 		block_start_y >>= 1;
 | |
| 		num_blocks_x = min((num_blocks_x + 1) >> 1, num_blocks);
 | |
| 		num_blocks_y = min((num_blocks_y + 1) >> 1, num_blocks);
 | |
| 
 | |
| 		// Update stride and offset for source to old destination
 | |
| 		range_block_offset = dst_range_block_offset;
 | |
| 		range_block_stride = dst_range_block_stride;
 | |
| 	}
 | |
| 
 | |
| 	// Calculate new min and max sample for the entire height field
 | |
| 	mMinSample = 0xffff;
 | |
| 	mMaxSample = 0;
 | |
| 	for (uint i = 0; i < 4; ++i)
 | |
| 		if (mRangeBlocks[0].mMin[i] != cNoCollisionValue16)
 | |
| 		{
 | |
| 			mMinSample = min(mMinSample, mRangeBlocks[0].mMin[i]);
 | |
| 			mMaxSample = max(mMaxSample, mRangeBlocks[0].mMax[i]);
 | |
| 		}
 | |
| 
 | |
| #ifdef JPH_DEBUG_RENDERER
 | |
| 	// Invalidate temporary rendering data
 | |
| 	mGeometry.clear();
 | |
| #endif
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::GetMaterials(uint inX, uint inY, uint inSizeX, uint inSizeY, uint8 *outMaterials, intptr_t inMaterialsStride) const
 | |
| {
 | |
| 	if (inSizeX == 0 || inSizeY == 0)
 | |
| 		return;
 | |
| 
 | |
| 	if (mMaterialIndices.empty())
 | |
| 	{
 | |
| 		// Return all 0's
 | |
| 		for (uint y = 0; y < inSizeY; ++y)
 | |
| 		{
 | |
| 			uint8 *out_indices = outMaterials + y * inMaterialsStride;
 | |
| 			for (uint x = 0; x < inSizeX; ++x)
 | |
| 				*out_indices++ = 0;
 | |
| 		}
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	JPH_ASSERT(inX < mSampleCount && inY < mSampleCount);
 | |
| 	JPH_ASSERT(inX + inSizeX < mSampleCount && inY + inSizeY < mSampleCount);
 | |
| 
 | |
| 	uint count_min_1 = mSampleCount - 1;
 | |
| 	uint16 material_index_mask = uint16((1 << mNumBitsPerMaterialIndex) - 1);
 | |
| 
 | |
| 	for (uint y = 0; y < inSizeY; ++y)
 | |
| 	{
 | |
| 		// Calculate input position
 | |
| 		uint bit_pos = (inX + (inY + y) * count_min_1) * mNumBitsPerMaterialIndex;
 | |
| 		const uint8 *in_indices = mMaterialIndices.data() + (bit_pos >> 3);
 | |
| 		bit_pos &= 0b111;
 | |
| 
 | |
| 		// Calculate output position
 | |
| 		uint8 *out_indices = outMaterials + y * inMaterialsStride;
 | |
| 
 | |
| 		for (uint x = 0; x < inSizeX; ++x)
 | |
| 		{
 | |
| 			// Get material index
 | |
| 			uint16 material_index = uint16(in_indices[0]) + uint16(uint16(in_indices[1]) << 8);
 | |
| 			material_index >>= bit_pos;
 | |
| 			material_index &= material_index_mask;
 | |
| 			*out_indices = uint8(material_index);
 | |
| 
 | |
| 			// Go to the next index
 | |
| 			bit_pos += mNumBitsPerMaterialIndex;
 | |
| 			in_indices += bit_pos >> 3;
 | |
| 			bit_pos &= 0b111;
 | |
| 			++out_indices;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool HeightFieldShape::SetMaterials(uint inX, uint inY, uint inSizeX, uint inSizeY, const uint8 *inMaterials, intptr_t inMaterialsStride, const PhysicsMaterialList *inMaterialList, TempAllocator &inAllocator)
 | |
| {
 | |
| 	if (inSizeX == 0 || inSizeY == 0)
 | |
| 		return true;
 | |
| 
 | |
| 	JPH_ASSERT(inX < mSampleCount && inY < mSampleCount);
 | |
| 	JPH_ASSERT(inX + inSizeX < mSampleCount && inY + inSizeY < mSampleCount);
 | |
| 
 | |
| 	// Remap materials
 | |
| 	uint material_remap_table_size = uint(inMaterialList != nullptr? inMaterialList->size() : mMaterials.size());
 | |
| 	uint8 *material_remap_table = (uint8 *)inAllocator.Allocate(material_remap_table_size);
 | |
| 	JPH_SCOPE_EXIT([&inAllocator, material_remap_table, material_remap_table_size]{ inAllocator.Free(material_remap_table, material_remap_table_size); });
 | |
| 	if (inMaterialList != nullptr)
 | |
| 	{
 | |
| 		// Conservatively reserve more space if the incoming material list is bigger
 | |
| 		if (inMaterialList->size() > mMaterials.size())
 | |
| 			mMaterials.reserve(inMaterialList->size());
 | |
| 
 | |
| 		// Create a remap table
 | |
| 		uint8 *remap_entry = material_remap_table;
 | |
| 		for (const PhysicsMaterial *material : *inMaterialList)
 | |
| 		{
 | |
| 			// Try to find it in the existing list
 | |
| 			PhysicsMaterialList::const_iterator it = std::find(mMaterials.begin(), mMaterials.end(), material);
 | |
| 			if (it != mMaterials.end())
 | |
| 			{
 | |
| 				// Found it, calculate index
 | |
| 				*remap_entry = uint8(it - mMaterials.begin());
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				// Not found, add it
 | |
| 				if (mMaterials.size() >= 256)
 | |
| 				{
 | |
| 					// We can't have more than 256 materials since we use uint8 as indices
 | |
| 					return false;
 | |
| 				}
 | |
| 				*remap_entry = uint8(mMaterials.size());
 | |
| 				mMaterials.push_back(material);
 | |
| 			}
 | |
| 			++remap_entry;
 | |
| 		}
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		// No remapping
 | |
| 		for (uint i = 0; i < material_remap_table_size; ++i)
 | |
| 			material_remap_table[i] = uint8(i);
 | |
| 	}
 | |
| 
 | |
| 	if (mMaterials.size() == 1)
 | |
| 	{
 | |
| 		// Only 1 material, we don't need to store the material indices
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	// Check if we need to resize the material indices array
 | |
| 	uint count_min_1 = mSampleCount - 1;
 | |
| 	uint32 new_bits_per_material_index = 32 - CountLeadingZeros((uint32)mMaterials.size() - 1);
 | |
| 	JPH_ASSERT(mNumBitsPerMaterialIndex <= 8 && new_bits_per_material_index <= 8);
 | |
| 	if (new_bits_per_material_index > mNumBitsPerMaterialIndex)
 | |
| 	{
 | |
| 		// Resize the material indices array
 | |
| 		mMaterialIndices.resize(((Square(count_min_1) * new_bits_per_material_index + 7) >> 3) + 1, 0); // Add 1 byte so we don't read out of bounds when reading an uint16
 | |
| 
 | |
| 		// Calculate old and new mask
 | |
| 		uint16 old_material_index_mask = uint16((1 << mNumBitsPerMaterialIndex) - 1);
 | |
| 		uint16 new_material_index_mask = uint16((1 << new_bits_per_material_index) - 1);
 | |
| 
 | |
| 		// Loop through the array backwards to avoid overwriting data
 | |
| 		int in_bit_pos = (count_min_1 * count_min_1 - 1) * mNumBitsPerMaterialIndex;
 | |
| 		const uint8 *in_indices = mMaterialIndices.data() + (in_bit_pos >> 3);
 | |
| 		in_bit_pos &= 0b111;
 | |
| 		int out_bit_pos = (count_min_1 * count_min_1 - 1) * new_bits_per_material_index;
 | |
| 		uint8 *out_indices = mMaterialIndices.data() + (out_bit_pos >> 3);
 | |
| 		out_bit_pos &= 0b111;
 | |
| 
 | |
| 		while (out_indices >= mMaterialIndices.data())
 | |
| 		{
 | |
| 			// Read the material index
 | |
| 			uint16 material_index = uint16(in_indices[0]) + uint16(uint16(in_indices[1]) << 8);
 | |
| 			material_index >>= in_bit_pos;
 | |
| 			material_index &= old_material_index_mask;
 | |
| 
 | |
| 			// Write the material index
 | |
| 			uint16 output_data = uint16(out_indices[0]) + uint16(uint16(out_indices[1]) << 8);
 | |
| 			output_data &= ~(new_material_index_mask << out_bit_pos);
 | |
| 			output_data |= material_index << out_bit_pos;
 | |
| 			out_indices[0] = uint8(output_data);
 | |
| 			out_indices[1] = uint8(output_data >> 8);
 | |
| 
 | |
| 			// Go to the previous index
 | |
| 			in_bit_pos -= int(mNumBitsPerMaterialIndex);
 | |
| 			in_indices += in_bit_pos >> 3;
 | |
| 			in_bit_pos &= 0b111;
 | |
| 			out_bit_pos -= int(new_bits_per_material_index);
 | |
| 			out_indices += out_bit_pos >> 3;
 | |
| 			out_bit_pos &= 0b111;
 | |
| 		}
 | |
| 
 | |
| 		// Accept the new bits per material index
 | |
| 		mNumBitsPerMaterialIndex = new_bits_per_material_index;
 | |
| 	}
 | |
| 
 | |
| 	uint16 material_index_mask = uint16((1 << mNumBitsPerMaterialIndex) - 1);
 | |
| 	for (uint y = 0; y < inSizeY; ++y)
 | |
| 	{
 | |
| 		// Calculate input position
 | |
| 		const uint8 *in_indices = inMaterials + y * inMaterialsStride;
 | |
| 
 | |
| 		// Calculate output position
 | |
| 		uint bit_pos = (inX + (inY + y) * count_min_1) * mNumBitsPerMaterialIndex;
 | |
| 		uint8 *out_indices = mMaterialIndices.data() + (bit_pos >> 3);
 | |
| 		bit_pos &= 0b111;
 | |
| 
 | |
| 		for (uint x = 0; x < inSizeX; ++x)
 | |
| 		{
 | |
| 			// Update material
 | |
| 			uint16 output_data = uint16(out_indices[0]) + uint16(uint16(out_indices[1]) << 8);
 | |
| 			output_data &= ~(material_index_mask << bit_pos);
 | |
| 			output_data |= material_remap_table[*in_indices] << bit_pos;
 | |
| 			out_indices[0] = uint8(output_data);
 | |
| 			out_indices[1] = uint8(output_data >> 8);
 | |
| 
 | |
| 			// Go to the next index
 | |
| 			in_indices++;
 | |
| 			bit_pos += mNumBitsPerMaterialIndex;
 | |
| 			out_indices += bit_pos >> 3;
 | |
| 			bit_pos &= 0b111;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| MassProperties HeightFieldShape::GetMassProperties() const
 | |
| {
 | |
| 	// Object should always be static, return default mass properties
 | |
| 	return MassProperties();
 | |
| }
 | |
| 
 | |
| const PhysicsMaterial *HeightFieldShape::GetMaterial(uint inX, uint inY) const
 | |
| {
 | |
| 	if (mMaterials.empty())
 | |
| 		return PhysicsMaterial::sDefault;
 | |
| 	if (mMaterials.size() == 1)
 | |
| 		return mMaterials[0];
 | |
| 
 | |
| 	uint count_min_1 = mSampleCount - 1;
 | |
| 	JPH_ASSERT(inX < count_min_1);
 | |
| 	JPH_ASSERT(inY < count_min_1);
 | |
| 
 | |
| 	// Calculate at which bit the material index starts
 | |
| 	uint bit_pos = (inX + inY * count_min_1) * mNumBitsPerMaterialIndex;
 | |
| 	uint byte_pos = bit_pos >> 3;
 | |
| 	bit_pos &= 0b111;
 | |
| 
 | |
| 	// Read the material index
 | |
| 	JPH_ASSERT(byte_pos + 1 < mMaterialIndices.size());
 | |
| 	const uint8 *material_indices = mMaterialIndices.data() + byte_pos;
 | |
| 	uint16 material_index = uint16(material_indices[0]) + uint16(uint16(material_indices[1]) << 8);
 | |
| 	material_index >>= bit_pos;
 | |
| 	material_index &= (1 << mNumBitsPerMaterialIndex) - 1;
 | |
| 
 | |
| 	// Return the material
 | |
| 	return mMaterials[material_index];
 | |
| }
 | |
| 
 | |
| uint HeightFieldShape::GetSubShapeIDBits() const
 | |
| {
 | |
| 	// Need to store X, Y and 1 extra bit to specify the triangle number in the quad
 | |
| 	return 2 * (32 - CountLeadingZeros(mSampleCount - 1)) + 1;
 | |
| }
 | |
| 
 | |
| SubShapeID HeightFieldShape::EncodeSubShapeID(const SubShapeIDCreator &inCreator, uint inX, uint inY, uint inTriangle) const
 | |
| {
 | |
| 	return inCreator.PushID((inX + inY * mSampleCount) * 2 + inTriangle, GetSubShapeIDBits()).GetID();
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::DecodeSubShapeID(const SubShapeID &inSubShapeID, uint &outX, uint &outY, uint &outTriangle) const
 | |
| {
 | |
| 	// Decode sub shape id
 | |
| 	SubShapeID remainder;
 | |
| 	uint32 id = inSubShapeID.PopID(GetSubShapeIDBits(), remainder);
 | |
| 	JPH_ASSERT(remainder.IsEmpty(), "Invalid subshape ID");
 | |
| 
 | |
| 	// Get triangle index
 | |
| 	outTriangle = id & 1;
 | |
| 	id >>= 1;
 | |
| 
 | |
| 	// Fetch the x and y coordinate
 | |
| 	outX = id % mSampleCount;
 | |
| 	outY = id / mSampleCount;
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::GetSubShapeCoordinates(const SubShapeID &inSubShapeID, uint &outX, uint &outY, uint &outTriangleIndex) const
 | |
| {
 | |
| 	DecodeSubShapeID(inSubShapeID, outX, outY, outTriangleIndex);
 | |
| }
 | |
| 
 | |
| const PhysicsMaterial *HeightFieldShape::GetMaterial(const SubShapeID &inSubShapeID) const
 | |
| {
 | |
| 	// Decode ID
 | |
| 	uint x, y, triangle;
 | |
| 	DecodeSubShapeID(inSubShapeID, x, y, triangle);
 | |
| 
 | |
| 	// Fetch the material
 | |
| 	return GetMaterial(x, y);
 | |
| }
 | |
| 
 | |
| Vec3 HeightFieldShape::GetSurfaceNormal(const SubShapeID &inSubShapeID, Vec3Arg inLocalSurfacePosition) const
 | |
| {
 | |
| 	// Decode ID
 | |
| 	uint x, y, triangle;
 | |
| 	DecodeSubShapeID(inSubShapeID, x, y, triangle);
 | |
| 
 | |
| 	// Fetch vertices that both triangles share
 | |
| 	Vec3 x1y1 = GetPosition(x, y);
 | |
| 	Vec3 x2y2 = GetPosition(x + 1, y + 1);
 | |
| 
 | |
| 	// Get normal depending on which triangle was selected
 | |
| 	Vec3 normal;
 | |
| 	if (triangle == 0)
 | |
| 	{
 | |
| 		Vec3 x1y2 = GetPosition(x, y + 1);
 | |
| 		normal = (x2y2 - x1y2).Cross(x1y1 - x1y2);
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		Vec3 x2y1 = GetPosition(x + 1, y);
 | |
| 		normal = (x1y1 - x2y1).Cross(x2y2 - x2y1);
 | |
| 	}
 | |
| 
 | |
| 	return normal.Normalized();
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::GetSupportingFace(const SubShapeID &inSubShapeID, Vec3Arg inDirection, Vec3Arg inScale, Mat44Arg inCenterOfMassTransform, SupportingFace &outVertices) const
 | |
| {
 | |
| 	// Decode ID
 | |
| 	uint x, y, triangle;
 | |
| 	DecodeSubShapeID(inSubShapeID, x, y, triangle);
 | |
| 
 | |
| 	// Fetch the triangle
 | |
| 	outVertices.resize(3);
 | |
| 	outVertices[0] = GetPosition(x, y);
 | |
| 	Vec3 v2 = GetPosition(x + 1, y + 1);
 | |
| 	if (triangle == 0)
 | |
| 	{
 | |
| 		outVertices[1] = GetPosition(x, y + 1);
 | |
| 		outVertices[2] = v2;
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		outVertices[1] = v2;
 | |
| 		outVertices[2] = GetPosition(x + 1, y);
 | |
| 	}
 | |
| 
 | |
| 	// Flip triangle if scaled inside out
 | |
| 	if (ScaleHelpers::IsInsideOut(inScale))
 | |
| 		std::swap(outVertices[1], outVertices[2]);
 | |
| 
 | |
| 	// Transform to world space
 | |
| 	Mat44 transform = inCenterOfMassTransform.PreScaled(inScale);
 | |
| 	for (Vec3 &v : outVertices)
 | |
| 		v = transform * v;
 | |
| }
 | |
| 
 | |
| inline uint8 HeightFieldShape::GetEdgeFlags(uint inX, uint inY, uint inTriangle) const
 | |
| {
 | |
| 	JPH_ASSERT(inX < mSampleCount - 1 && inY < mSampleCount - 1);
 | |
| 
 | |
| 	if (inTriangle == 0)
 | |
| 	{
 | |
| 		// The edge flags for this triangle are directly stored, find the right 3 bits
 | |
| 		uint bit_pos = 3 * (inX + inY * (mSampleCount - 1));
 | |
| 		uint byte_pos = bit_pos >> 3;
 | |
| 		bit_pos &= 0b111;
 | |
| 		JPH_ASSERT(byte_pos + 1 < mActiveEdgesSize);
 | |
| 		const uint8 *active_edges = mActiveEdges + byte_pos;
 | |
| 		uint16 edge_flags = uint16(active_edges[0]) + uint16(uint16(active_edges[1]) << 8);
 | |
| 		return uint8(edge_flags >> bit_pos) & 0b111;
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		// We don't store this triangle directly, we need to look at our three neighbours to construct the edge flags
 | |
| 		uint8 edge0 = (GetEdgeFlags(inX, inY, 0) & 0b100) != 0? 0b001 : 0; // Diagonal edge
 | |
| 		uint8 edge1 = inX == mSampleCount - 2 || (GetEdgeFlags(inX + 1, inY, 0) & 0b001) != 0? 0b010 : 0; // Vertical edge
 | |
| 		uint8 edge2 = inY == 0 || (GetEdgeFlags(inX, inY - 1, 0) & 0b010) != 0? 0b100 : 0; // Horizontal edge
 | |
| 		return edge0 | edge1 | edge2;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| AABox HeightFieldShape::GetLocalBounds() const
 | |
| {
 | |
| 	if (mMinSample == cNoCollisionValue16)
 | |
| 	{
 | |
| 		// This whole height field shape doesn't have any collision, return the center point
 | |
| 		Vec3 center = mOffset + 0.5f * mScale * Vec3(float(mSampleCount - 1), 0.0f, float(mSampleCount - 1));
 | |
| 		return AABox(center, center);
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		// Bounding box based on min and max sample height
 | |
| 		Vec3 bmin = mOffset + mScale * Vec3(0.0f, float(mMinSample), 0.0f);
 | |
| 		Vec3 bmax = mOffset + mScale * Vec3(float(mSampleCount - 1), float(mMaxSample), float(mSampleCount - 1));
 | |
| 		return AABox(bmin, bmax);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| #ifdef JPH_DEBUG_RENDERER
 | |
| void HeightFieldShape::Draw(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale, ColorArg inColor, bool inUseMaterialColors, bool inDrawWireframe) const
 | |
| {
 | |
| 	// Don't draw anything if we don't have any collision
 | |
| 	if (mHeightSamplesSize == 0)
 | |
| 		return;
 | |
| 
 | |
| 	// Reset the batch if we switch coloring mode
 | |
| 	if (mCachedUseMaterialColors != inUseMaterialColors)
 | |
| 	{
 | |
| 		mGeometry.clear();
 | |
| 		mCachedUseMaterialColors = inUseMaterialColors;
 | |
| 	}
 | |
| 
 | |
| 	if (mGeometry.empty())
 | |
| 	{
 | |
| 		// Divide terrain in triangle batches of max 64x64x2 triangles to allow better culling of the terrain
 | |
| 		uint32 block_size = min<uint32>(mSampleCount, 64);
 | |
| 		for (uint32 by = 0; by < mSampleCount; by += block_size)
 | |
| 			for (uint32 bx = 0; bx < mSampleCount; bx += block_size)
 | |
| 			{
 | |
| 				// Create vertices for a block
 | |
| 				Array<DebugRenderer::Triangle> triangles;
 | |
| 				triangles.resize(block_size * block_size * 2);
 | |
| 				DebugRenderer::Triangle *out_tri = &triangles[0];
 | |
| 				for (uint32 y = by, max_y = min(by + block_size, mSampleCount - 1); y < max_y; ++y)
 | |
| 					for (uint32 x = bx, max_x = min(bx + block_size, mSampleCount - 1); x < max_x; ++x)
 | |
| 						if (!IsNoCollision(x, y) && !IsNoCollision(x + 1, y + 1))
 | |
| 						{
 | |
| 							Vec3 x1y1 = GetPosition(x, y);
 | |
| 							Vec3 x2y2 = GetPosition(x + 1, y + 1);
 | |
| 							Color color = inUseMaterialColors? GetMaterial(x, y)->GetDebugColor() : Color::sWhite;
 | |
| 
 | |
| 							if (!IsNoCollision(x, y + 1))
 | |
| 							{
 | |
| 								Vec3 x1y2 = GetPosition(x, y + 1);
 | |
| 
 | |
| 								x1y1.StoreFloat3(&out_tri->mV[0].mPosition);
 | |
| 								x1y2.StoreFloat3(&out_tri->mV[1].mPosition);
 | |
| 								x2y2.StoreFloat3(&out_tri->mV[2].mPosition);
 | |
| 
 | |
| 								Vec3 normal = (x2y2 - x1y2).Cross(x1y1 - x1y2).Normalized();
 | |
| 								for (DebugRenderer::Vertex &v : out_tri->mV)
 | |
| 								{
 | |
| 									v.mColor = color;
 | |
| 									v.mUV = Float2(0, 0);
 | |
| 									normal.StoreFloat3(&v.mNormal);
 | |
| 								}
 | |
| 
 | |
| 								++out_tri;
 | |
| 							}
 | |
| 
 | |
| 							if (!IsNoCollision(x + 1, y))
 | |
| 							{
 | |
| 								Vec3 x2y1 = GetPosition(x + 1, y);
 | |
| 
 | |
| 								x1y1.StoreFloat3(&out_tri->mV[0].mPosition);
 | |
| 								x2y2.StoreFloat3(&out_tri->mV[1].mPosition);
 | |
| 								x2y1.StoreFloat3(&out_tri->mV[2].mPosition);
 | |
| 
 | |
| 								Vec3 normal = (x1y1 - x2y1).Cross(x2y2 - x2y1).Normalized();
 | |
| 								for (DebugRenderer::Vertex &v : out_tri->mV)
 | |
| 								{
 | |
| 									v.mColor = color;
 | |
| 									v.mUV = Float2(0, 0);
 | |
| 									normal.StoreFloat3(&v.mNormal);
 | |
| 								}
 | |
| 
 | |
| 								++out_tri;
 | |
| 							}
 | |
| 						}
 | |
| 
 | |
| 				// Resize triangles array to actual amount of triangles written
 | |
| 				size_t num_triangles = out_tri - &triangles[0];
 | |
| 				triangles.resize(num_triangles);
 | |
| 
 | |
| 				// Create batch
 | |
| 				if (num_triangles > 0)
 | |
| 					mGeometry.push_back(new DebugRenderer::Geometry(inRenderer->CreateTriangleBatch(triangles), DebugRenderer::sCalculateBounds(&triangles[0].mV[0], int(3 * num_triangles))));
 | |
| 			}
 | |
| 	}
 | |
| 
 | |
| 	// Get transform including scale
 | |
| 	RMat44 transform = inCenterOfMassTransform.PreScaled(inScale);
 | |
| 
 | |
| 	// Test if the shape is scaled inside out
 | |
| 	DebugRenderer::ECullMode cull_mode = ScaleHelpers::IsInsideOut(inScale)? DebugRenderer::ECullMode::CullFrontFace : DebugRenderer::ECullMode::CullBackFace;
 | |
| 
 | |
| 	// Determine the draw mode
 | |
| 	DebugRenderer::EDrawMode draw_mode = inDrawWireframe? DebugRenderer::EDrawMode::Wireframe : DebugRenderer::EDrawMode::Solid;
 | |
| 
 | |
| 	// Draw the geometry
 | |
| 	for (const DebugRenderer::GeometryRef &b : mGeometry)
 | |
| 		inRenderer->DrawGeometry(transform, inColor, b, cull_mode, DebugRenderer::ECastShadow::On, draw_mode);
 | |
| 
 | |
| 	if (sDrawTriangleOutlines)
 | |
| 	{
 | |
| 		struct Visitor
 | |
| 		{
 | |
| 			JPH_INLINE explicit		Visitor(const HeightFieldShape *inShape, DebugRenderer *inRenderer, RMat44Arg inTransform) :
 | |
| 				mShape(inShape),
 | |
| 				mRenderer(inRenderer),
 | |
| 				mTransform(inTransform)
 | |
| 			{
 | |
| 			}
 | |
| 
 | |
| 			JPH_INLINE bool			ShouldAbort() const
 | |
| 			{
 | |
| 				return false;
 | |
| 			}
 | |
| 
 | |
| 			JPH_INLINE bool			ShouldVisitRangeBlock([[maybe_unused]] int inStackTop) const
 | |
| 			{
 | |
| 				return true;
 | |
| 			}
 | |
| 
 | |
| 			JPH_INLINE int			VisitRangeBlock(Vec4Arg inBoundsMinX, Vec4Arg inBoundsMinY, Vec4Arg inBoundsMinZ, Vec4Arg inBoundsMaxX, Vec4Arg inBoundsMaxY, Vec4Arg inBoundsMaxZ, UVec4 &ioProperties, [[maybe_unused]] int inStackTop) const
 | |
| 			{
 | |
| 				UVec4 valid = Vec4::sLessOrEqual(inBoundsMinY, inBoundsMaxY);
 | |
| 				return CountAndSortTrues(valid, ioProperties);
 | |
| 			}
 | |
| 
 | |
| 			JPH_INLINE void			VisitTriangle(uint inX, uint inY, uint inTriangle, Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2) const
 | |
| 			{
 | |
| 				// Determine active edges
 | |
| 				uint8 active_edges = mShape->GetEdgeFlags(inX, inY, inTriangle);
 | |
| 
 | |
| 				// Loop through edges
 | |
| 				Vec3 v[] = { inV0, inV1, inV2 };
 | |
| 				for (uint edge_idx = 0; edge_idx < 3; ++edge_idx)
 | |
| 				{
 | |
| 					RVec3 v1 = mTransform * v[edge_idx];
 | |
| 					RVec3 v2 = mTransform * v[(edge_idx + 1) % 3];
 | |
| 
 | |
| 					// Draw active edge as a green arrow, other edges as grey
 | |
| 					if (active_edges & (1 << edge_idx))
 | |
| 						mRenderer->DrawArrow(v1, v2, Color::sGreen, 0.01f);
 | |
| 					else
 | |
| 						mRenderer->DrawLine(v1, v2, Color::sGrey);
 | |
| 				}
 | |
| 			}
 | |
| 
 | |
| 			const HeightFieldShape *mShape;
 | |
| 			DebugRenderer *			mRenderer;
 | |
| 			RMat44					mTransform;
 | |
| 		};
 | |
| 
 | |
| 		Visitor visitor(this, inRenderer, inCenterOfMassTransform.PreScaled(inScale));
 | |
| 		WalkHeightField(visitor);
 | |
| 	}
 | |
| }
 | |
| #endif // JPH_DEBUG_RENDERER
 | |
| 
 | |
| class HeightFieldShape::DecodingContext
 | |
| {
 | |
| public:
 | |
| 	JPH_INLINE explicit			DecodingContext(const HeightFieldShape *inShape) :
 | |
| 		mShape(inShape)
 | |
| 	{
 | |
| 		static_assert(std::size(sGridOffsets) == cNumBitsXY + 1, "Offsets array is not long enough");
 | |
| 
 | |
| 		// Construct root stack entry
 | |
| 		mPropertiesStack[0] = 0; // level: 0, x: 0, y: 0
 | |
| 	}
 | |
| 
 | |
| 	template <class Visitor>
 | |
| 	JPH_INLINE void				WalkHeightField(Visitor &ioVisitor)
 | |
| 	{
 | |
| 		// Early out if there's no collision
 | |
| 		if (mShape->mHeightSamplesSize == 0)
 | |
| 			return;
 | |
| 
 | |
| 		// Assert that an inside-out bounding box does not collide
 | |
| 		JPH_IF_ENABLE_ASSERTS(UVec4 dummy = UVec4::sReplicate(0);)
 | |
| 		JPH_ASSERT(ioVisitor.VisitRangeBlock(Vec4::sReplicate(-1.0e6f), Vec4::sReplicate(1.0e6f), Vec4::sReplicate(-1.0e6f), Vec4::sReplicate(1.0e6f), Vec4::sReplicate(-1.0e6f), Vec4::sReplicate(1.0e6f), dummy, 0) == 0);
 | |
| 
 | |
| 		// Precalculate values relating to sample count
 | |
| 		uint32 sample_count = mShape->mSampleCount;
 | |
| 		UVec4 sample_count_min_1 = UVec4::sReplicate(sample_count - 1);
 | |
| 
 | |
| 		// Precalculate values relating to block size
 | |
| 		uint32 block_size = mShape->mBlockSize;
 | |
| 		uint32 block_size_plus_1 = block_size + 1;
 | |
| 		uint num_blocks = mShape->GetNumBlocks();
 | |
| 		uint num_blocks_min_1 = num_blocks - 1;
 | |
| 		uint max_level = HeightFieldShape::sGetMaxLevel(num_blocks);
 | |
| 		uint32 max_stride = (num_blocks + 1) >> 1;
 | |
| 
 | |
| 		// Precalculate range block offset and stride for GetBlockOffsetAndScale
 | |
| 		uint range_block_offset, range_block_stride;
 | |
| 		sGetRangeBlockOffsetAndStride(num_blocks, max_level, range_block_offset, range_block_stride);
 | |
| 
 | |
| 		// Allocate space for vertices and 'no collision' flags
 | |
| 		int array_size = Square(block_size_plus_1);
 | |
| 		Vec3 *vertices = reinterpret_cast<Vec3 *>(JPH_STACK_ALLOC(array_size * sizeof(Vec3)));
 | |
| 		bool *no_collision = reinterpret_cast<bool *>(JPH_STACK_ALLOC(array_size * sizeof(bool)));
 | |
| 
 | |
| 		// Splat offsets
 | |
| 		Vec4 ox = mShape->mOffset.SplatX();
 | |
| 		Vec4 oy = mShape->mOffset.SplatY();
 | |
| 		Vec4 oz = mShape->mOffset.SplatZ();
 | |
| 
 | |
| 		// Splat scales
 | |
| 		Vec4 sx = mShape->mScale.SplatX();
 | |
| 		Vec4 sy = mShape->mScale.SplatY();
 | |
| 		Vec4 sz = mShape->mScale.SplatZ();
 | |
| 
 | |
| 		do
 | |
| 		{
 | |
| 			// Decode properties
 | |
| 			uint32 properties_top = mPropertiesStack[mTop];
 | |
| 			uint32 x = properties_top & cMaskBitsXY;
 | |
| 			uint32 y = (properties_top >> cNumBitsXY) & cMaskBitsXY;
 | |
| 			uint32 level = properties_top >> cLevelShift;
 | |
| 
 | |
| 			if (level >= max_level)
 | |
| 			{
 | |
| 				// Determine actual range of samples (minus one because we eventually want to iterate over the triangles, not the samples)
 | |
| 				uint32 min_x = x * block_size;
 | |
| 				uint32 max_x = min_x + block_size;
 | |
| 				uint32 min_y = y * block_size;
 | |
| 				uint32 max_y = min_y + block_size;
 | |
| 
 | |
| 				// Decompress vertices of block at (x, y)
 | |
| 				Vec3 *dst_vertex = vertices;
 | |
| 				bool *dst_no_collision = no_collision;
 | |
| 				float block_offset, block_scale;
 | |
| 				mShape->GetBlockOffsetAndScale(x, y, range_block_offset, range_block_stride, block_offset, block_scale);
 | |
| 				for (uint32 v_y = min_y; v_y < max_y; ++v_y)
 | |
| 				{
 | |
| 					for (uint32 v_x = min_x; v_x < max_x; ++v_x)
 | |
| 					{
 | |
| 						*dst_vertex = mShape->GetPosition(v_x, v_y, block_offset, block_scale, *dst_no_collision);
 | |
| 						++dst_vertex;
 | |
| 						++dst_no_collision;
 | |
| 					}
 | |
| 
 | |
| 					// Skip last column, these values come from a different block
 | |
| 					++dst_vertex;
 | |
| 					++dst_no_collision;
 | |
| 				}
 | |
| 
 | |
| 				// Decompress block (x + 1, y)
 | |
| 				uint32 max_x_decrement = 0;
 | |
| 				if (x < num_blocks_min_1)
 | |
| 				{
 | |
| 					dst_vertex = vertices + block_size;
 | |
| 					dst_no_collision = no_collision + block_size;
 | |
| 					mShape->GetBlockOffsetAndScale(x + 1, y, range_block_offset, range_block_stride, block_offset, block_scale);
 | |
| 					for (uint32 v_y = min_y; v_y < max_y; ++v_y)
 | |
| 					{
 | |
| 						*dst_vertex = mShape->GetPosition(max_x, v_y, block_offset, block_scale, *dst_no_collision);
 | |
| 						dst_vertex += block_size_plus_1;
 | |
| 						dst_no_collision += block_size_plus_1;
 | |
| 					}
 | |
| 				}
 | |
| 				else
 | |
| 					max_x_decrement = 1; // We don't have a next block, one less triangle to test
 | |
| 
 | |
| 				// Decompress block (x, y + 1)
 | |
| 				if (y < num_blocks_min_1)
 | |
| 				{
 | |
| 					uint start = block_size * block_size_plus_1;
 | |
| 					dst_vertex = vertices + start;
 | |
| 					dst_no_collision = no_collision + start;
 | |
| 					mShape->GetBlockOffsetAndScale(x, y + 1, range_block_offset, range_block_stride, block_offset, block_scale);
 | |
| 					for (uint32 v_x = min_x; v_x < max_x; ++v_x)
 | |
| 					{
 | |
| 						*dst_vertex = mShape->GetPosition(v_x, max_y, block_offset, block_scale, *dst_no_collision);
 | |
| 						++dst_vertex;
 | |
| 						++dst_no_collision;
 | |
| 					}
 | |
| 
 | |
| 					// Decompress single sample of block at (x + 1, y + 1)
 | |
| 					if (x < num_blocks_min_1)
 | |
| 					{
 | |
| 						mShape->GetBlockOffsetAndScale(x + 1, y + 1, range_block_offset, range_block_stride, block_offset, block_scale);
 | |
| 						*dst_vertex = mShape->GetPosition(max_x, max_y, block_offset, block_scale, *dst_no_collision);
 | |
| 					}
 | |
| 				}
 | |
| 				else
 | |
| 					--max_y; // We don't have a next block, one less triangle to test
 | |
| 
 | |
| 				// Update max_x (we've been using it so we couldn't update it earlier)
 | |
| 				max_x -= max_x_decrement;
 | |
| 
 | |
| 				// We're going to divide the vertices in 4 blocks to do one more runtime sub-division, calculate the ranges of those blocks
 | |
| 				struct Range
 | |
| 				{
 | |
| 					uint32 mMinX, mMinY, mNumTrianglesX, mNumTrianglesY;
 | |
| 				};
 | |
| 				uint32 half_block_size = block_size >> 1;
 | |
| 				uint32 block_size_x = max_x - min_x - half_block_size;
 | |
| 				uint32 block_size_y = max_y - min_y - half_block_size;
 | |
| 				Range ranges[] =
 | |
| 				{
 | |
| 					{ 0, 0,									half_block_size, half_block_size },
 | |
| 					{ half_block_size, 0,					block_size_x, half_block_size },
 | |
| 					{ 0, half_block_size,					half_block_size, block_size_y },
 | |
| 					{ half_block_size, half_block_size,		block_size_x, block_size_y },
 | |
| 				};
 | |
| 
 | |
| 				// Calculate the min and max of each of the blocks
 | |
| 				Mat44 block_min, block_max;
 | |
| 				for (int block = 0; block < 4; ++block)
 | |
| 				{
 | |
| 					// Get the range for this block
 | |
| 					const Range &range = ranges[block];
 | |
| 					uint32 start = range.mMinX + range.mMinY * block_size_plus_1;
 | |
| 					uint32 size_x_plus_1 = range.mNumTrianglesX + 1;
 | |
| 					uint32 size_y_plus_1 = range.mNumTrianglesY + 1;
 | |
| 
 | |
| 					// Calculate where to start reading
 | |
| 					const Vec3 *src_vertex = vertices + start;
 | |
| 					const bool *src_no_collision = no_collision + start;
 | |
| 					uint32 stride = block_size_plus_1 - size_x_plus_1;
 | |
| 
 | |
| 					// Start range with a very large inside-out box
 | |
| 					Vec3 value_min = Vec3::sReplicate(cLargeFloat);
 | |
| 					Vec3 value_max = Vec3::sReplicate(-cLargeFloat);
 | |
| 
 | |
| 					// Loop over the samples to determine the min and max of this block
 | |
| 					for (uint32 block_y = 0; block_y < size_y_plus_1; ++block_y)
 | |
| 					{
 | |
| 						for (uint32 block_x = 0; block_x < size_x_plus_1; ++block_x)
 | |
| 						{
 | |
| 							if (!*src_no_collision)
 | |
| 							{
 | |
| 								value_min = Vec3::sMin(value_min, *src_vertex);
 | |
| 								value_max = Vec3::sMax(value_max, *src_vertex);
 | |
| 							}
 | |
| 							++src_vertex;
 | |
| 							++src_no_collision;
 | |
| 						}
 | |
| 						src_vertex += stride;
 | |
| 						src_no_collision += stride;
 | |
| 					}
 | |
| 					block_min.SetColumn4(block, Vec4(value_min));
 | |
| 					block_max.SetColumn4(block, Vec4(value_max));
 | |
| 				}
 | |
| 
 | |
| 			#ifdef JPH_DEBUG_HEIGHT_FIELD
 | |
| 				// Draw the bounding boxes of the sub-nodes
 | |
| 				for (int block = 0; block < 4; ++block)
 | |
| 				{
 | |
| 					AABox bounds(block_min.GetColumn3(block), block_max.GetColumn3(block));
 | |
| 					if (bounds.IsValid())
 | |
| 						DebugRenderer::sInstance->DrawWireBox(bounds, Color::sYellow);
 | |
| 				}
 | |
| 			#endif // JPH_DEBUG_HEIGHT_FIELD
 | |
| 
 | |
| 				// Transpose so we have the mins and maxes of each of the blocks in rows instead of columns
 | |
| 				Mat44 transposed_min = block_min.Transposed();
 | |
| 				Mat44 transposed_max = block_max.Transposed();
 | |
| 
 | |
| 				// Check which blocks collide
 | |
| 				// Note: At this point we don't use our own stack but we do allow the visitor to use its own stack
 | |
| 				// to store collision distances so that we can still early out when no closer hits have been found.
 | |
| 				UVec4 colliding_blocks(0, 1, 2, 3);
 | |
| 				int num_results = ioVisitor.VisitRangeBlock(transposed_min.GetColumn4(0), transposed_min.GetColumn4(1), transposed_min.GetColumn4(2), transposed_max.GetColumn4(0), transposed_max.GetColumn4(1), transposed_max.GetColumn4(2), colliding_blocks, mTop);
 | |
| 
 | |
| 				// Loop through the results backwards (closest first)
 | |
| 				int result = num_results - 1;
 | |
| 				while (result >= 0)
 | |
| 				{
 | |
| 					// Calculate the min and max of this block
 | |
| 					uint32 block = colliding_blocks[result];
 | |
| 					const Range &range = ranges[block];
 | |
| 					uint32 block_min_x = min_x + range.mMinX;
 | |
| 					uint32 block_max_x = block_min_x + range.mNumTrianglesX;
 | |
| 					uint32 block_min_y = min_y + range.mMinY;
 | |
| 					uint32 block_max_y = block_min_y + range.mNumTrianglesY;
 | |
| 
 | |
| 					// Loop triangles
 | |
| 					for (uint32 v_y = block_min_y; v_y < block_max_y; ++v_y)
 | |
| 						for (uint32 v_x = block_min_x; v_x < block_max_x; ++v_x)
 | |
| 						{
 | |
| 							// Get first vertex
 | |
| 							const int offset = (v_y - min_y) * block_size_plus_1 + (v_x - min_x);
 | |
| 							const Vec3 *start_vertex = vertices + offset;
 | |
| 							const bool *start_no_collision = no_collision + offset;
 | |
| 
 | |
| 							// Check if vertices shared by both triangles have collision
 | |
| 							if (!start_no_collision[0] && !start_no_collision[block_size_plus_1 + 1])
 | |
| 							{
 | |
| 								// Loop 2 triangles
 | |
| 								for (uint t = 0; t < 2; ++t)
 | |
| 								{
 | |
| 									// Determine triangle vertices
 | |
| 									Vec3 v0, v1, v2;
 | |
| 									if (t == 0)
 | |
| 									{
 | |
| 										// Check third vertex
 | |
| 										if (start_no_collision[block_size_plus_1])
 | |
| 											continue;
 | |
| 
 | |
| 										// Get vertices for triangle
 | |
| 										v0 = start_vertex[0];
 | |
| 										v1 = start_vertex[block_size_plus_1];
 | |
| 										v2 = start_vertex[block_size_plus_1 + 1];
 | |
| 									}
 | |
| 									else
 | |
| 									{
 | |
| 										// Check third vertex
 | |
| 										if (start_no_collision[1])
 | |
| 											continue;
 | |
| 
 | |
| 										// Get vertices for triangle
 | |
| 										v0 = start_vertex[0];
 | |
| 										v1 = start_vertex[block_size_plus_1 + 1];
 | |
| 										v2 = start_vertex[1];
 | |
| 									}
 | |
| 
 | |
| 								#ifdef JPH_DEBUG_HEIGHT_FIELD
 | |
| 									DebugRenderer::sInstance->DrawWireTriangle(RVec3(v0), RVec3(v1), RVec3(v2), Color::sWhite);
 | |
| 								#endif
 | |
| 
 | |
| 									// Call visitor
 | |
| 									ioVisitor.VisitTriangle(v_x, v_y, t, v0, v1, v2);
 | |
| 
 | |
| 									// Check if we're done
 | |
| 									if (ioVisitor.ShouldAbort())
 | |
| 										return;
 | |
| 								}
 | |
| 							}
 | |
| 						}
 | |
| 
 | |
| 					// Fetch next block until we find one that the visitor wants to see
 | |
| 					do
 | |
| 						--result;
 | |
| 					while (result >= 0 && !ioVisitor.ShouldVisitRangeBlock(mTop + result));
 | |
| 				}
 | |
| 			}
 | |
| 			else
 | |
| 			{
 | |
| 				// Visit child grid
 | |
| 				uint32 stride = min(1U << level, max_stride); // At the most detailed level we store a non-power of 2 number of blocks
 | |
| 				uint32 offset = sGridOffsets[level] + stride * y + x;
 | |
| 
 | |
| 				// Decode min/max height
 | |
| 				JPH_ASSERT(offset < mShape->mRangeBlocksSize);
 | |
| 				UVec4 block = UVec4::sLoadInt4Aligned(reinterpret_cast<const uint32 *>(&mShape->mRangeBlocks[offset]));
 | |
| 				Vec4 bounds_miny = oy + sy * block.Expand4Uint16Lo().ToFloat();
 | |
| 				Vec4 bounds_maxy = oy + sy * block.Expand4Uint16Hi().ToFloat();
 | |
| 
 | |
| 				// Calculate size of one cell at this grid level
 | |
| 				UVec4 internal_cell_size = UVec4::sReplicate(block_size << (max_level - level - 1)); // subtract 1 from level because we have an internal grid of 2x2
 | |
| 
 | |
| 				// Calculate min/max x and z
 | |
| 				UVec4 two_x = UVec4::sReplicate(2 * x); // multiply by two because we have an internal grid of 2x2
 | |
| 				Vec4 bounds_minx = ox + sx * (internal_cell_size * (two_x + UVec4(0, 1, 0, 1))).ToFloat();
 | |
| 				Vec4 bounds_maxx = ox + sx * UVec4::sMin(internal_cell_size * (two_x + UVec4(1, 2, 1, 2)), sample_count_min_1).ToFloat();
 | |
| 
 | |
| 				UVec4 two_y = UVec4::sReplicate(2 * y);
 | |
| 				Vec4 bounds_minz = oz + sz * (internal_cell_size * (two_y + UVec4(0, 0, 1, 1))).ToFloat();
 | |
| 				Vec4 bounds_maxz = oz + sz * UVec4::sMin(internal_cell_size * (two_y + UVec4(1, 1, 2, 2)), sample_count_min_1).ToFloat();
 | |
| 
 | |
| 				// Calculate properties of child blocks
 | |
| 				UVec4 properties = UVec4::sReplicate(((level + 1) << cLevelShift) + (y << (cNumBitsXY + 1)) + (x << 1)) + UVec4(0, 1, 1 << cNumBitsXY, (1 << cNumBitsXY) + 1);
 | |
| 
 | |
| 			#ifdef JPH_DEBUG_HEIGHT_FIELD
 | |
| 				// Draw boxes
 | |
| 				for (int i = 0; i < 4; ++i)
 | |
| 				{
 | |
| 					AABox b(Vec3(bounds_minx[i], bounds_miny[i], bounds_minz[i]), Vec3(bounds_maxx[i], bounds_maxy[i], bounds_maxz[i]));
 | |
| 					if (b.IsValid())
 | |
| 						DebugRenderer::sInstance->DrawWireBox(b, Color::sGreen);
 | |
| 				}
 | |
| 			#endif
 | |
| 
 | |
| 				// Check which sub nodes to visit
 | |
| 				int num_results = ioVisitor.VisitRangeBlock(bounds_minx, bounds_miny, bounds_minz, bounds_maxx, bounds_maxy, bounds_maxz, properties, mTop);
 | |
| 
 | |
| 				// Push them onto the stack
 | |
| 				JPH_ASSERT(mTop + 4 < cStackSize);
 | |
| 				properties.StoreInt4(&mPropertiesStack[mTop]);
 | |
| 				mTop += num_results;
 | |
| 			}
 | |
| 
 | |
| 			// Check if we're done
 | |
| 			if (ioVisitor.ShouldAbort())
 | |
| 				return;
 | |
| 
 | |
| 			// Fetch next node until we find one that the visitor wants to see
 | |
| 			do
 | |
| 				--mTop;
 | |
| 			while (mTop >= 0 && !ioVisitor.ShouldVisitRangeBlock(mTop));
 | |
| 		}
 | |
| 		while (mTop >= 0);
 | |
| 	}
 | |
| 
 | |
| 	// This can be used to have the visitor early out (ioVisitor.ShouldAbort() returns true) and later continue again (call WalkHeightField() again)
 | |
| 	JPH_INLINE bool				IsDoneWalking() const
 | |
| 	{
 | |
| 		return mTop < 0;
 | |
| 	}
 | |
| 
 | |
| private:
 | |
| 	const HeightFieldShape *	mShape;
 | |
| 	int							mTop = 0;
 | |
| 	uint32						mPropertiesStack[cStackSize];
 | |
| };
 | |
| 
 | |
| template <class Visitor>
 | |
| void HeightFieldShape::WalkHeightField(Visitor &ioVisitor) const
 | |
| {
 | |
| 	DecodingContext ctx(this);
 | |
| 	ctx.WalkHeightField(ioVisitor);
 | |
| }
 | |
| 
 | |
| bool HeightFieldShape::CastRay(const RayCast &inRay, const SubShapeIDCreator &inSubShapeIDCreator, RayCastResult &ioHit) const
 | |
| {
 | |
| 	JPH_PROFILE_FUNCTION();
 | |
| 
 | |
| 	struct Visitor
 | |
| 	{
 | |
| 		JPH_INLINE explicit		Visitor(const HeightFieldShape *inShape, const RayCast &inRay, const SubShapeIDCreator &inSubShapeIDCreator, RayCastResult &ioHit) :
 | |
| 			mHit(ioHit),
 | |
| 			mRayOrigin(inRay.mOrigin),
 | |
| 			mRayDirection(inRay.mDirection),
 | |
| 			mRayInvDirection(inRay.mDirection),
 | |
| 			mShape(inShape),
 | |
| 			mSubShapeIDCreator(inSubShapeIDCreator)
 | |
| 		{
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE bool			ShouldAbort() const
 | |
| 		{
 | |
| 			return mHit.mFraction <= 0.0f;
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE bool			ShouldVisitRangeBlock(int inStackTop) const
 | |
| 		{
 | |
| 			return mDistanceStack[inStackTop] < mHit.mFraction;
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE int			VisitRangeBlock(Vec4Arg inBoundsMinX, Vec4Arg inBoundsMinY, Vec4Arg inBoundsMinZ, Vec4Arg inBoundsMaxX, Vec4Arg inBoundsMaxY, Vec4Arg inBoundsMaxZ, UVec4 &ioProperties, int inStackTop)
 | |
| 		{
 | |
| 			// Test bounds of 4 children
 | |
| 			Vec4 distance = RayAABox4(mRayOrigin, mRayInvDirection, inBoundsMinX, inBoundsMinY, inBoundsMinZ, inBoundsMaxX, inBoundsMaxY, inBoundsMaxZ);
 | |
| 
 | |
| 			// Sort so that highest values are first (we want to first process closer hits and we process stack top to bottom)
 | |
| 			return SortReverseAndStore(distance, mHit.mFraction, ioProperties, &mDistanceStack[inStackTop]);
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE void			VisitTriangle(uint inX, uint inY, uint inTriangle, Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2)
 | |
| 		{
 | |
| 			float fraction = RayTriangle(mRayOrigin, mRayDirection, inV0, inV1, inV2);
 | |
| 			if (fraction < mHit.mFraction)
 | |
| 			{
 | |
| 				// It's a closer hit
 | |
| 				mHit.mFraction = fraction;
 | |
| 				mHit.mSubShapeID2 = mShape->EncodeSubShapeID(mSubShapeIDCreator, inX, inY, inTriangle);
 | |
| 				mReturnValue = true;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		RayCastResult &			mHit;
 | |
| 		Vec3					mRayOrigin;
 | |
| 		Vec3					mRayDirection;
 | |
| 		RayInvDirection			mRayInvDirection;
 | |
| 		const HeightFieldShape *mShape;
 | |
| 		SubShapeIDCreator		mSubShapeIDCreator;
 | |
| 		bool					mReturnValue = false;
 | |
| 		float					mDistanceStack[cStackSize];
 | |
| 	};
 | |
| 
 | |
| 	Visitor visitor(this, inRay, inSubShapeIDCreator, ioHit);
 | |
| 	WalkHeightField(visitor);
 | |
| 
 | |
| 	return visitor.mReturnValue;
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::CastRay(const RayCast &inRay, const RayCastSettings &inRayCastSettings, const SubShapeIDCreator &inSubShapeIDCreator, CastRayCollector &ioCollector, const ShapeFilter &inShapeFilter) const
 | |
| {
 | |
| 	JPH_PROFILE_FUNCTION();
 | |
| 
 | |
| 	// Test shape filter
 | |
| 	if (!inShapeFilter.ShouldCollide(this, inSubShapeIDCreator.GetID()))
 | |
| 		return;
 | |
| 
 | |
| 	struct Visitor
 | |
| 	{
 | |
| 		JPH_INLINE explicit		Visitor(const HeightFieldShape *inShape, const RayCast &inRay, const RayCastSettings &inRayCastSettings, const SubShapeIDCreator &inSubShapeIDCreator, CastRayCollector &ioCollector) :
 | |
| 			mCollector(ioCollector),
 | |
| 			mRayOrigin(inRay.mOrigin),
 | |
| 			mRayDirection(inRay.mDirection),
 | |
| 			mRayInvDirection(inRay.mDirection),
 | |
| 			mBackFaceMode(inRayCastSettings.mBackFaceModeTriangles),
 | |
| 			mShape(inShape),
 | |
| 			mSubShapeIDCreator(inSubShapeIDCreator)
 | |
| 		{
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE bool			ShouldAbort() const
 | |
| 		{
 | |
| 			return mCollector.ShouldEarlyOut();
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE bool			ShouldVisitRangeBlock(int inStackTop) const
 | |
| 		{
 | |
| 			return mDistanceStack[inStackTop] < mCollector.GetEarlyOutFraction();
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE int			VisitRangeBlock(Vec4Arg inBoundsMinX, Vec4Arg inBoundsMinY, Vec4Arg inBoundsMinZ, Vec4Arg inBoundsMaxX, Vec4Arg inBoundsMaxY, Vec4Arg inBoundsMaxZ, UVec4 &ioProperties, int inStackTop)
 | |
| 		{
 | |
| 			// Test bounds of 4 children
 | |
| 			Vec4 distance = RayAABox4(mRayOrigin, mRayInvDirection, inBoundsMinX, inBoundsMinY, inBoundsMinZ, inBoundsMaxX, inBoundsMaxY, inBoundsMaxZ);
 | |
| 
 | |
| 			// Sort so that highest values are first (we want to first process closer hits and we process stack top to bottom)
 | |
| 			return SortReverseAndStore(distance, mCollector.GetEarlyOutFraction(), ioProperties, &mDistanceStack[inStackTop]);
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE void			VisitTriangle(uint inX, uint inY, uint inTriangle, Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2) const
 | |
| 		{
 | |
| 			// Back facing check
 | |
| 			if (mBackFaceMode == EBackFaceMode::IgnoreBackFaces && (inV2 - inV0).Cross(inV1 - inV0).Dot(mRayDirection) < 0)
 | |
| 				return;
 | |
| 
 | |
| 			// Check the triangle
 | |
| 			float fraction = RayTriangle(mRayOrigin, mRayDirection, inV0, inV1, inV2);
 | |
| 			if (fraction < mCollector.GetEarlyOutFraction())
 | |
| 			{
 | |
| 				RayCastResult hit;
 | |
| 				hit.mBodyID = TransformedShape::sGetBodyID(mCollector.GetContext());
 | |
| 				hit.mFraction = fraction;
 | |
| 				hit.mSubShapeID2 = mShape->EncodeSubShapeID(mSubShapeIDCreator, inX, inY, inTriangle);
 | |
| 				mCollector.AddHit(hit);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		CastRayCollector &		mCollector;
 | |
| 		Vec3					mRayOrigin;
 | |
| 		Vec3					mRayDirection;
 | |
| 		RayInvDirection			mRayInvDirection;
 | |
| 		EBackFaceMode			mBackFaceMode;
 | |
| 		const HeightFieldShape *mShape;
 | |
| 		SubShapeIDCreator		mSubShapeIDCreator;
 | |
| 		float					mDistanceStack[cStackSize];
 | |
| 	};
 | |
| 
 | |
| 	Visitor visitor(this, inRay, inRayCastSettings, inSubShapeIDCreator, ioCollector);
 | |
| 	WalkHeightField(visitor);
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::CollidePoint(Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter) const
 | |
| {
 | |
| 	// A height field doesn't have volume, so we can't test insideness
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::CollideSoftBodyVertices(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const CollideSoftBodyVertexIterator &inVertices, uint inNumVertices, int inCollidingShapeIndex) const
 | |
| {
 | |
| 	JPH_PROFILE_FUNCTION();
 | |
| 
 | |
| 	struct Visitor : public CollideSoftBodyVerticesVsTriangles
 | |
| 	{
 | |
| 		using CollideSoftBodyVerticesVsTriangles::CollideSoftBodyVerticesVsTriangles;
 | |
| 
 | |
| 		JPH_INLINE bool	ShouldAbort() const
 | |
| 		{
 | |
| 			return false;
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE bool	ShouldVisitRangeBlock([[maybe_unused]] int inStackTop) const
 | |
| 		{
 | |
| 			return mDistanceStack[inStackTop] < mClosestDistanceSq;
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE int	VisitRangeBlock(Vec4Arg inBoundsMinX, Vec4Arg inBoundsMinY, Vec4Arg inBoundsMinZ, Vec4Arg inBoundsMaxX, Vec4Arg inBoundsMaxY, Vec4Arg inBoundsMaxZ, UVec4 &ioProperties, int inStackTop)
 | |
| 		{
 | |
| 			// Get distance to vertex
 | |
| 			Vec4 dist_sq = AABox4DistanceSqToPoint(mLocalPosition, inBoundsMinX, inBoundsMinY, inBoundsMinZ, inBoundsMaxX, inBoundsMaxY, inBoundsMaxZ);
 | |
| 
 | |
| 			// Clear distance for invalid bounds
 | |
| 			dist_sq = Vec4::sSelect(Vec4::sReplicate(FLT_MAX), dist_sq, Vec4::sLessOrEqual(inBoundsMinY, inBoundsMaxY));
 | |
| 
 | |
| 			// Sort so that highest values are first (we want to first process closer hits and we process stack top to bottom)
 | |
| 			return SortReverseAndStore(dist_sq, mClosestDistanceSq, ioProperties, &mDistanceStack[inStackTop]);
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE void	VisitTriangle([[maybe_unused]] uint inX, [[maybe_unused]] uint inY, [[maybe_unused]] uint inTriangle, Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2)
 | |
| 		{
 | |
| 			ProcessTriangle(inV0, inV1, inV2);
 | |
| 		}
 | |
| 
 | |
| 		float			mDistanceStack[cStackSize];
 | |
| 	};
 | |
| 
 | |
| 	Visitor visitor(inCenterOfMassTransform, inScale);
 | |
| 
 | |
| 	for (CollideSoftBodyVertexIterator v = inVertices, sbv_end = inVertices + inNumVertices; v != sbv_end; ++v)
 | |
| 		if (v.GetInvMass() > 0.0f)
 | |
| 		{
 | |
| 			visitor.StartVertex(v);
 | |
| 			WalkHeightField(visitor);
 | |
| 			visitor.FinishVertex(v, inCollidingShapeIndex);
 | |
| 		}
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::sCastConvexVsHeightField(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, const Shape *inShape, Vec3Arg inScale, [[maybe_unused]] const ShapeFilter &inShapeFilter, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, CastShapeCollector &ioCollector)
 | |
| {
 | |
| 	JPH_PROFILE_FUNCTION();
 | |
| 
 | |
| 	struct Visitor : public CastConvexVsTriangles
 | |
| 	{
 | |
| 		using CastConvexVsTriangles::CastConvexVsTriangles;
 | |
| 
 | |
| 		JPH_INLINE bool				ShouldAbort() const
 | |
| 		{
 | |
| 			return mCollector.ShouldEarlyOut();
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE bool				ShouldVisitRangeBlock(int inStackTop) const
 | |
| 		{
 | |
| 			return mDistanceStack[inStackTop] < mCollector.GetPositiveEarlyOutFraction();
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE int				VisitRangeBlock(Vec4Arg inBoundsMinX, Vec4Arg inBoundsMinY, Vec4Arg inBoundsMinZ, Vec4Arg inBoundsMaxX, Vec4Arg inBoundsMaxY, Vec4Arg inBoundsMaxZ, UVec4 &ioProperties, int inStackTop)
 | |
| 		{
 | |
| 			// Scale the bounding boxes of this node
 | |
| 			Vec4 bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z;
 | |
| 			AABox4Scale(mScale, inBoundsMinX, inBoundsMinY, inBoundsMinZ, inBoundsMaxX, inBoundsMaxY, inBoundsMaxZ, bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z);
 | |
| 
 | |
| 			// Enlarge them by the casted shape's box extents
 | |
| 			AABox4EnlargeWithExtent(mBoxExtent, bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z);
 | |
| 
 | |
| 			// Test bounds of 4 children
 | |
| 			Vec4 distance = RayAABox4(mBoxCenter, mInvDirection, bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z);
 | |
| 
 | |
| 			// Clear distance for invalid bounds
 | |
| 			distance = Vec4::sSelect(Vec4::sReplicate(FLT_MAX), distance, Vec4::sLessOrEqual(inBoundsMinY, inBoundsMaxY));
 | |
| 
 | |
| 			// Sort so that highest values are first (we want to first process closer hits and we process stack top to bottom)
 | |
| 			return SortReverseAndStore(distance, mCollector.GetPositiveEarlyOutFraction(), ioProperties, &mDistanceStack[inStackTop]);
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE void				VisitTriangle(uint inX, uint inY, uint inTriangle, Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2)
 | |
| 		{
 | |
| 			// Create sub shape id for this part
 | |
| 			SubShapeID triangle_sub_shape_id = mShape2->EncodeSubShapeID(mSubShapeIDCreator2, inX, inY, inTriangle);
 | |
| 
 | |
| 			// Determine active edges
 | |
| 			uint8 active_edges = mShape2->GetEdgeFlags(inX, inY, inTriangle);
 | |
| 
 | |
| 			Cast(inV0, inV1, inV2, active_edges, triangle_sub_shape_id);
 | |
| 		}
 | |
| 
 | |
| 		const HeightFieldShape *	mShape2;
 | |
| 		RayInvDirection				mInvDirection;
 | |
| 		Vec3						mBoxCenter;
 | |
| 		Vec3						mBoxExtent;
 | |
| 		SubShapeIDCreator			mSubShapeIDCreator2;
 | |
| 		float						mDistanceStack[cStackSize];
 | |
| 	};
 | |
| 
 | |
| 	JPH_ASSERT(inShape->GetSubType() == EShapeSubType::HeightField);
 | |
| 	const HeightFieldShape *shape = static_cast<const HeightFieldShape *>(inShape);
 | |
| 
 | |
| 	Visitor visitor(inShapeCast, inShapeCastSettings, inScale, inCenterOfMassTransform2, inSubShapeIDCreator1, ioCollector);
 | |
| 	visitor.mShape2 = shape;
 | |
| 	visitor.mInvDirection.Set(inShapeCast.mDirection);
 | |
| 	visitor.mBoxCenter = inShapeCast.mShapeWorldBounds.GetCenter();
 | |
| 	visitor.mBoxExtent = inShapeCast.mShapeWorldBounds.GetExtent();
 | |
| 	visitor.mSubShapeIDCreator2 = inSubShapeIDCreator2;
 | |
| 	shape->WalkHeightField(visitor);
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::sCastSphereVsHeightField(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, const Shape *inShape, Vec3Arg inScale, [[maybe_unused]] const ShapeFilter &inShapeFilter, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, CastShapeCollector &ioCollector)
 | |
| {
 | |
| 	JPH_PROFILE_FUNCTION();
 | |
| 
 | |
| 	struct Visitor : public CastSphereVsTriangles
 | |
| 	{
 | |
| 		using CastSphereVsTriangles::CastSphereVsTriangles;
 | |
| 
 | |
| 		JPH_INLINE bool				ShouldAbort() const
 | |
| 		{
 | |
| 			return mCollector.ShouldEarlyOut();
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE bool				ShouldVisitRangeBlock(int inStackTop) const
 | |
| 		{
 | |
| 			return mDistanceStack[inStackTop] < mCollector.GetPositiveEarlyOutFraction();
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE int				VisitRangeBlock(Vec4Arg inBoundsMinX, Vec4Arg inBoundsMinY, Vec4Arg inBoundsMinZ, Vec4Arg inBoundsMaxX, Vec4Arg inBoundsMaxY, Vec4Arg inBoundsMaxZ, UVec4 &ioProperties, int inStackTop)
 | |
| 		{
 | |
| 			// Scale the bounding boxes of this node
 | |
| 			Vec4 bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z;
 | |
| 			AABox4Scale(mScale, inBoundsMinX, inBoundsMinY, inBoundsMinZ, inBoundsMaxX, inBoundsMaxY, inBoundsMaxZ, bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z);
 | |
| 
 | |
| 			// Enlarge them by the radius of the sphere
 | |
| 			AABox4EnlargeWithExtent(Vec3::sReplicate(mRadius), bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z);
 | |
| 
 | |
| 			// Test bounds of 4 children
 | |
| 			Vec4 distance = RayAABox4(mStart, mInvDirection, bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z);
 | |
| 
 | |
| 			// Clear distance for invalid bounds
 | |
| 			distance = Vec4::sSelect(Vec4::sReplicate(FLT_MAX), distance, Vec4::sLessOrEqual(inBoundsMinY, inBoundsMaxY));
 | |
| 
 | |
| 			// Sort so that highest values are first (we want to first process closer hits and we process stack top to bottom)
 | |
| 			return SortReverseAndStore(distance, mCollector.GetPositiveEarlyOutFraction(), ioProperties, &mDistanceStack[inStackTop]);
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE void				VisitTriangle(uint inX, uint inY, uint inTriangle, Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2)
 | |
| 		{
 | |
| 			// Create sub shape id for this part
 | |
| 			SubShapeID triangle_sub_shape_id = mShape2->EncodeSubShapeID(mSubShapeIDCreator2, inX, inY, inTriangle);
 | |
| 
 | |
| 			// Determine active edges
 | |
| 			uint8 active_edges = mShape2->GetEdgeFlags(inX, inY, inTriangle);
 | |
| 
 | |
| 			Cast(inV0, inV1, inV2, active_edges, triangle_sub_shape_id);
 | |
| 		}
 | |
| 
 | |
| 		const HeightFieldShape *	mShape2;
 | |
| 		RayInvDirection				mInvDirection;
 | |
| 		SubShapeIDCreator			mSubShapeIDCreator2;
 | |
| 		float						mDistanceStack[cStackSize];
 | |
| 	};
 | |
| 
 | |
| 	JPH_ASSERT(inShape->GetSubType() == EShapeSubType::HeightField);
 | |
| 	const HeightFieldShape *shape = static_cast<const HeightFieldShape *>(inShape);
 | |
| 
 | |
| 	Visitor visitor(inShapeCast, inShapeCastSettings, inScale, inCenterOfMassTransform2, inSubShapeIDCreator1, ioCollector);
 | |
| 	visitor.mShape2 = shape;
 | |
| 	visitor.mInvDirection.Set(inShapeCast.mDirection);
 | |
| 	visitor.mSubShapeIDCreator2 = inSubShapeIDCreator2;
 | |
| 	shape->WalkHeightField(visitor);
 | |
| }
 | |
| 
 | |
| struct HeightFieldShape::HSGetTrianglesContext
 | |
| {
 | |
| 			HSGetTrianglesContext(const HeightFieldShape *inShape, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) :
 | |
| 		mDecodeCtx(inShape),
 | |
| 		mShape(inShape),
 | |
| 		mLocalBox(Mat44::sInverseRotationTranslation(inRotation, inPositionCOM), inBox),
 | |
| 		mHeightFieldScale(inScale),
 | |
| 		mLocalToWorld(Mat44::sRotationTranslation(inRotation, inPositionCOM) * Mat44::sScale(inScale)),
 | |
| 		mIsInsideOut(ScaleHelpers::IsInsideOut(inScale))
 | |
| 	{
 | |
| 	}
 | |
| 
 | |
| 	bool	ShouldAbort() const
 | |
| 	{
 | |
| 		return mShouldAbort;
 | |
| 	}
 | |
| 
 | |
| 	bool	ShouldVisitRangeBlock([[maybe_unused]] int inStackTop) const
 | |
| 	{
 | |
| 		return true;
 | |
| 	}
 | |
| 
 | |
| 	int		VisitRangeBlock(Vec4Arg inBoundsMinX, Vec4Arg inBoundsMinY, Vec4Arg inBoundsMinZ, Vec4Arg inBoundsMaxX, Vec4Arg inBoundsMaxY, Vec4Arg inBoundsMaxZ, UVec4 &ioProperties, [[maybe_unused]] int inStackTop) const
 | |
| 	{
 | |
| 		// Scale the bounding boxes of this node
 | |
| 		Vec4 bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z;
 | |
| 		AABox4Scale(mHeightFieldScale, inBoundsMinX, inBoundsMinY, inBoundsMinZ, inBoundsMaxX, inBoundsMaxY, inBoundsMaxZ, bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z);
 | |
| 
 | |
| 		// Test which nodes collide
 | |
| 		UVec4 collides = AABox4VsBox(mLocalBox, bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z);
 | |
| 
 | |
| 		// Filter out invalid bounding boxes
 | |
| 		collides = UVec4::sAnd(collides, Vec4::sLessOrEqual(inBoundsMinY, inBoundsMaxY));
 | |
| 
 | |
| 		return CountAndSortTrues(collides, ioProperties);
 | |
| 	}
 | |
| 
 | |
| 	void	VisitTriangle(uint inX, uint inY, [[maybe_unused]] uint inTriangle, Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2)
 | |
| 	{
 | |
| 		// When the buffer is full and we cannot process the triangles, abort the height field walk. The next time GetTrianglesNext is called we will continue here.
 | |
| 		if (mNumTrianglesFound + 1 > mMaxTrianglesRequested)
 | |
| 		{
 | |
| 			mShouldAbort = true;
 | |
| 			return;
 | |
| 		}
 | |
| 
 | |
| 		// Store vertices as Float3
 | |
| 		if (mIsInsideOut)
 | |
| 		{
 | |
| 			// Reverse vertices
 | |
| 			(mLocalToWorld * inV0).StoreFloat3(mTriangleVertices++);
 | |
| 			(mLocalToWorld * inV2).StoreFloat3(mTriangleVertices++);
 | |
| 			(mLocalToWorld * inV1).StoreFloat3(mTriangleVertices++);
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			// Normal scale
 | |
| 			(mLocalToWorld * inV0).StoreFloat3(mTriangleVertices++);
 | |
| 			(mLocalToWorld * inV1).StoreFloat3(mTriangleVertices++);
 | |
| 			(mLocalToWorld * inV2).StoreFloat3(mTriangleVertices++);
 | |
| 		}
 | |
| 
 | |
| 		// Decode material
 | |
| 		if (mMaterials != nullptr)
 | |
| 			*mMaterials++ = mShape->GetMaterial(inX, inY);
 | |
| 
 | |
| 		// Accumulate triangles found
 | |
| 		mNumTrianglesFound++;
 | |
| 	}
 | |
| 
 | |
| 	DecodingContext				mDecodeCtx;
 | |
| 	const HeightFieldShape *	mShape;
 | |
| 	OrientedBox					mLocalBox;
 | |
| 	Vec3						mHeightFieldScale;
 | |
| 	Mat44						mLocalToWorld;
 | |
| 	int							mMaxTrianglesRequested;
 | |
| 	Float3 *					mTriangleVertices;
 | |
| 	int							mNumTrianglesFound;
 | |
| 	const PhysicsMaterial **	mMaterials;
 | |
| 	bool						mShouldAbort;
 | |
| 	bool						mIsInsideOut;
 | |
| };
 | |
| 
 | |
| void HeightFieldShape::GetTrianglesStart(GetTrianglesContext &ioContext, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const
 | |
| {
 | |
| 	static_assert(sizeof(HSGetTrianglesContext) <= sizeof(GetTrianglesContext), "GetTrianglesContext too small");
 | |
| 	JPH_ASSERT(IsAligned(&ioContext, alignof(HSGetTrianglesContext)));
 | |
| 
 | |
| 	new (&ioContext) HSGetTrianglesContext(this, inBox, inPositionCOM, inRotation, inScale);
 | |
| }
 | |
| 
 | |
| int HeightFieldShape::GetTrianglesNext(GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials) const
 | |
| {
 | |
| 	static_assert(cGetTrianglesMinTrianglesRequested >= 1, "cGetTrianglesMinTrianglesRequested is too small");
 | |
| 	JPH_ASSERT(inMaxTrianglesRequested >= cGetTrianglesMinTrianglesRequested);
 | |
| 
 | |
| 	// Check if we're done
 | |
| 	HSGetTrianglesContext &context = (HSGetTrianglesContext &)ioContext;
 | |
| 	if (context.mDecodeCtx.IsDoneWalking())
 | |
| 		return 0;
 | |
| 
 | |
| 	// Store parameters on context
 | |
| 	context.mMaxTrianglesRequested = inMaxTrianglesRequested;
 | |
| 	context.mTriangleVertices = outTriangleVertices;
 | |
| 	context.mMaterials = outMaterials;
 | |
| 	context.mShouldAbort = false; // Reset the abort flag
 | |
| 	context.mNumTrianglesFound = 0;
 | |
| 
 | |
| 	// Continue (or start) walking the height field
 | |
| 	context.mDecodeCtx.WalkHeightField(context);
 | |
| 	return context.mNumTrianglesFound;
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::sCollideConvexVsHeightField(const Shape *inShape1, const Shape *inShape2, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector, [[maybe_unused]] const ShapeFilter &inShapeFilter)
 | |
| {
 | |
| 	JPH_PROFILE_FUNCTION();
 | |
| 
 | |
| 	// Get the shapes
 | |
| 	JPH_ASSERT(inShape1->GetType() == EShapeType::Convex);
 | |
| 	JPH_ASSERT(inShape2->GetType() == EShapeType::HeightField);
 | |
| 	const ConvexShape *shape1 = static_cast<const ConvexShape *>(inShape1);
 | |
| 	const HeightFieldShape *shape2 = static_cast<const HeightFieldShape *>(inShape2);
 | |
| 
 | |
| 	struct Visitor : public CollideConvexVsTriangles
 | |
| 	{
 | |
| 		using CollideConvexVsTriangles::CollideConvexVsTriangles;
 | |
| 
 | |
| 		JPH_INLINE bool				ShouldAbort() const
 | |
| 		{
 | |
| 			return mCollector.ShouldEarlyOut();
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE bool				ShouldVisitRangeBlock([[maybe_unused]] int inStackTop) const
 | |
| 		{
 | |
| 			return true;
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE int				VisitRangeBlock(Vec4Arg inBoundsMinX, Vec4Arg inBoundsMinY, Vec4Arg inBoundsMinZ, Vec4Arg inBoundsMaxX, Vec4Arg inBoundsMaxY, Vec4Arg inBoundsMaxZ, UVec4 &ioProperties, [[maybe_unused]] int inStackTop) const
 | |
| 		{
 | |
| 			// Scale the bounding boxes of this node
 | |
| 			Vec4 bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z;
 | |
| 			AABox4Scale(mScale2, inBoundsMinX, inBoundsMinY, inBoundsMinZ, inBoundsMaxX, inBoundsMaxY, inBoundsMaxZ, bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z);
 | |
| 
 | |
| 			// Test which nodes collide
 | |
| 			UVec4 collides = AABox4VsBox(mBoundsOf1InSpaceOf2, bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z);
 | |
| 
 | |
| 			// Filter out invalid bounding boxes
 | |
| 			collides = UVec4::sAnd(collides, Vec4::sLessOrEqual(inBoundsMinY, inBoundsMaxY));
 | |
| 
 | |
| 			return CountAndSortTrues(collides, ioProperties);
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE void				VisitTriangle(uint inX, uint inY, uint inTriangle, Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2)
 | |
| 		{
 | |
| 			// Create ID for triangle
 | |
| 			SubShapeID triangle_sub_shape_id = mShape2->EncodeSubShapeID(mSubShapeIDCreator2, inX, inY, inTriangle);
 | |
| 
 | |
| 			// Determine active edges
 | |
| 			uint8 active_edges = mShape2->GetEdgeFlags(inX, inY, inTriangle);
 | |
| 
 | |
| 			Collide(inV0, inV1, inV2, active_edges, triangle_sub_shape_id);
 | |
| 		}
 | |
| 
 | |
| 		const HeightFieldShape *	mShape2;
 | |
| 		SubShapeIDCreator			mSubShapeIDCreator2;
 | |
| 	};
 | |
| 
 | |
| 	Visitor visitor(shape1, inScale1, inScale2, inCenterOfMassTransform1, inCenterOfMassTransform2, inSubShapeIDCreator1.GetID(), inCollideShapeSettings, ioCollector);
 | |
| 	visitor.mShape2 = shape2;
 | |
| 	visitor.mSubShapeIDCreator2 = inSubShapeIDCreator2;
 | |
| 	shape2->WalkHeightField(visitor);
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::sCollideSphereVsHeightField(const Shape *inShape1, const Shape *inShape2, Vec3Arg inScale1, Vec3Arg inScale2, Mat44Arg inCenterOfMassTransform1, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, const CollideShapeSettings &inCollideShapeSettings, CollideShapeCollector &ioCollector, [[maybe_unused]] const ShapeFilter &inShapeFilter)
 | |
| {
 | |
| 	JPH_PROFILE_FUNCTION();
 | |
| 
 | |
| 	// Get the shapes
 | |
| 	JPH_ASSERT(inShape1->GetSubType() == EShapeSubType::Sphere);
 | |
| 	JPH_ASSERT(inShape2->GetType() == EShapeType::HeightField);
 | |
| 	const SphereShape *shape1 = static_cast<const SphereShape *>(inShape1);
 | |
| 	const HeightFieldShape *shape2 = static_cast<const HeightFieldShape *>(inShape2);
 | |
| 
 | |
| 	struct Visitor : public CollideSphereVsTriangles
 | |
| 	{
 | |
| 		using CollideSphereVsTriangles::CollideSphereVsTriangles;
 | |
| 
 | |
| 		JPH_INLINE bool				ShouldAbort() const
 | |
| 		{
 | |
| 			return mCollector.ShouldEarlyOut();
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE bool				ShouldVisitRangeBlock([[maybe_unused]] int inStackTop) const
 | |
| 		{
 | |
| 			return true;
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE int				VisitRangeBlock(Vec4Arg inBoundsMinX, Vec4Arg inBoundsMinY, Vec4Arg inBoundsMinZ, Vec4Arg inBoundsMaxX, Vec4Arg inBoundsMaxY, Vec4Arg inBoundsMaxZ, UVec4 &ioProperties, [[maybe_unused]] int inStackTop) const
 | |
| 		{
 | |
| 			// Scale the bounding boxes of this node
 | |
| 			Vec4 bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z;
 | |
| 			AABox4Scale(mScale2, inBoundsMinX, inBoundsMinY, inBoundsMinZ, inBoundsMaxX, inBoundsMaxY, inBoundsMaxZ, bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z);
 | |
| 
 | |
| 			// Test which nodes collide
 | |
| 			UVec4 collides = AABox4VsSphere(mSphereCenterIn2, mRadiusPlusMaxSeparationSq, bounds_min_x, bounds_min_y, bounds_min_z, bounds_max_x, bounds_max_y, bounds_max_z);
 | |
| 
 | |
| 			// Filter out invalid bounding boxes
 | |
| 			collides = UVec4::sAnd(collides, Vec4::sLessOrEqual(inBoundsMinY, inBoundsMaxY));
 | |
| 
 | |
| 			return CountAndSortTrues(collides, ioProperties);
 | |
| 		}
 | |
| 
 | |
| 		JPH_INLINE void				VisitTriangle(uint inX, uint inY, uint inTriangle, Vec3Arg inV0, Vec3Arg inV1, Vec3Arg inV2)
 | |
| 		{
 | |
| 			// Create ID for triangle
 | |
| 			SubShapeID triangle_sub_shape_id = mShape2->EncodeSubShapeID(mSubShapeIDCreator2, inX, inY, inTriangle);
 | |
| 
 | |
| 			// Determine active edges
 | |
| 			uint8 active_edges = mShape2->GetEdgeFlags(inX, inY, inTriangle);
 | |
| 
 | |
| 			Collide(inV0, inV1, inV2, active_edges, triangle_sub_shape_id);
 | |
| 		}
 | |
| 
 | |
| 		const HeightFieldShape *	mShape2;
 | |
| 		SubShapeIDCreator			mSubShapeIDCreator2;
 | |
| 	};
 | |
| 
 | |
| 	Visitor visitor(shape1, inScale1, inScale2, inCenterOfMassTransform1, inCenterOfMassTransform2, inSubShapeIDCreator1.GetID(), inCollideShapeSettings, ioCollector);
 | |
| 	visitor.mShape2 = shape2;
 | |
| 	visitor.mSubShapeIDCreator2 = inSubShapeIDCreator2;
 | |
| 	shape2->WalkHeightField(visitor);
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::SaveBinaryState(StreamOut &inStream) const
 | |
| {
 | |
| 	Shape::SaveBinaryState(inStream);
 | |
| 
 | |
| 	inStream.Write(mOffset);
 | |
| 	inStream.Write(mScale);
 | |
| 	inStream.Write(mSampleCount);
 | |
| 	inStream.Write(mBlockSize);
 | |
| 	inStream.Write(mBitsPerSample);
 | |
| 	inStream.Write(mMinSample);
 | |
| 	inStream.Write(mMaxSample);
 | |
| 	inStream.Write(mMaterialIndices);
 | |
| 	inStream.Write(mNumBitsPerMaterialIndex);
 | |
| 
 | |
| 	if (mRangeBlocks != nullptr)
 | |
| 	{
 | |
| 		inStream.Write(true);
 | |
| 		inStream.WriteBytes(mRangeBlocks, mRangeBlocksSize * sizeof(RangeBlock) + mHeightSamplesSize + mActiveEdgesSize);
 | |
| 	}
 | |
| 	else
 | |
| 	{
 | |
| 		inStream.Write(false);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::RestoreBinaryState(StreamIn &inStream)
 | |
| {
 | |
| 	Shape::RestoreBinaryState(inStream);
 | |
| 
 | |
| 	inStream.Read(mOffset);
 | |
| 	inStream.Read(mScale);
 | |
| 	inStream.Read(mSampleCount);
 | |
| 	inStream.Read(mBlockSize);
 | |
| 	inStream.Read(mBitsPerSample);
 | |
| 	inStream.Read(mMinSample);
 | |
| 	inStream.Read(mMaxSample);
 | |
| 	inStream.Read(mMaterialIndices);
 | |
| 	inStream.Read(mNumBitsPerMaterialIndex);
 | |
| 
 | |
| 	// We don't have the exact number of reserved materials anymore, but ensure that our array is big enough
 | |
| 	// TODO: Next time when we bump the binary serialization format of this class we should store the capacity and allocate the right amount, for now we accept a little bit of waste
 | |
| 	mMaterials.reserve(PhysicsMaterialList::size_type(1) << mNumBitsPerMaterialIndex);
 | |
| 
 | |
| 	CacheValues();
 | |
| 
 | |
| 	bool has_heights = false;
 | |
| 	inStream.Read(has_heights);
 | |
| 	if (has_heights)
 | |
| 	{
 | |
| 		AllocateBuffers();
 | |
| 		inStream.ReadBytes(mRangeBlocks, mRangeBlocksSize * sizeof(RangeBlock) + mHeightSamplesSize + mActiveEdgesSize);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::SaveMaterialState(PhysicsMaterialList &outMaterials) const
 | |
| {
 | |
| 	outMaterials = mMaterials;
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::RestoreMaterialState(const PhysicsMaterialRefC *inMaterials, uint inNumMaterials)
 | |
| {
 | |
| 	mMaterials.assign(inMaterials, inMaterials + inNumMaterials);
 | |
| }
 | |
| 
 | |
| Shape::Stats HeightFieldShape::GetStats() const
 | |
| {
 | |
| 	return Stats(
 | |
| 		sizeof(*this)
 | |
| 			+ mMaterials.size() * sizeof(Ref<PhysicsMaterial>)
 | |
| 			+ mRangeBlocksSize * sizeof(RangeBlock)
 | |
| 			+ mHeightSamplesSize * sizeof(uint8)
 | |
| 			+ mActiveEdgesSize * sizeof(uint8)
 | |
| 			+ mMaterialIndices.size() * sizeof(uint8),
 | |
| 		mHeightSamplesSize == 0? 0 : Square(mSampleCount - 1) * 2);
 | |
| }
 | |
| 
 | |
| void HeightFieldShape::sRegister()
 | |
| {
 | |
| 	ShapeFunctions &f = ShapeFunctions::sGet(EShapeSubType::HeightField);
 | |
| 	f.mConstruct = []() -> Shape * { return new HeightFieldShape; };
 | |
| 	f.mColor = Color::sPurple;
 | |
| 
 | |
| 	for (EShapeSubType s : sConvexSubShapeTypes)
 | |
| 	{
 | |
| 		CollisionDispatch::sRegisterCollideShape(s, EShapeSubType::HeightField, sCollideConvexVsHeightField);
 | |
| 		CollisionDispatch::sRegisterCastShape(s, EShapeSubType::HeightField, sCastConvexVsHeightField);
 | |
| 
 | |
| 		CollisionDispatch::sRegisterCastShape(EShapeSubType::HeightField, s, CollisionDispatch::sReversedCastShape);
 | |
| 		CollisionDispatch::sRegisterCollideShape(EShapeSubType::HeightField, s, CollisionDispatch::sReversedCollideShape);
 | |
| 	}
 | |
| 
 | |
| 	// Specialized collision functions
 | |
| 	CollisionDispatch::sRegisterCollideShape(EShapeSubType::Sphere, EShapeSubType::HeightField, sCollideSphereVsHeightField);
 | |
| 	CollisionDispatch::sRegisterCastShape(EShapeSubType::Sphere, EShapeSubType::HeightField, sCastSphereVsHeightField);
 | |
| }
 | |
| 
 | |
| JPH_NAMESPACE_END
 | 
