/usr/src/castle-game-engine-4.1.1/x3d/x3dtriangles.pas is in castle-game-engine-src 4.1.1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2003-2013 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Triangles in VRML/X3D models (TTriangle) and octrees
that resolve collisions with such triangles (TBaseTrianglesOctree). }
unit X3DTriangles;
{$I octreeconf.inc}
interface
uses CastleVectors, SysUtils, CastleUtils, X3DNodes, Castle3D, CastleBoxes,
CastleOctree, CastleGenericLists, CastleTriangles;
{ TTriangle ------------------------------------------------------------ }
type
{ }
TCollisionCount = Int64;
TMailboxTag = Int64;
{ Triangle in VRML/X3D model. This is the most basic item for our
VRML/X3D collision detection routines, returned by octrees descending from
TBaseTrianglesOctree. }
TTriangle = object(T3DTriangle)
public
{ Initialize new triangle.
Given APosition must satisfy IsValidTriangle. }
constructor Init(AShape: TObject;
const APosition: TTriangle3Single;
const ANormal: TTriangle3Single; const ATexCoord: TTriangle4Single;
const AFace: TFaceIndex);
procedure UpdateWorld;
public
{ See TTriangleEvent for the meaning of these fields. }
Shape: TObject;
{$ifndef CONSERVE_TRIANGLE_MEMORY}
Normal: TTriangle3Single;
TexCoord: TTriangle4Single;
Face: TFaceIndex;
{$else}
function Face: TFaceIndex;
{$endif not CONSERVE_TRIANGLE_MEMORY}
{$ifdef TRIANGLE_OCTREE_USE_MAILBOX}
{ Tag of an object (like a ray or a line segment)
for which we have saved an
intersection result. Intersection result is in
MailboxIsIntersection, MailboxIntersection, MailboxIntersectionDistance.
To make things correct, we obviously assume that every segment
and ray have different tags. Also, tag -1 is reserved.
In practice, we simply initialize MailboxSavedTag to -1,
and each new segment/ray get consecutive tags starting from 0.
@italic(History): a naive implementation at the beginning
was not using tags, instead I had MailboxState (empty, ray or segment)
and I was storing ray/line vectors (2 TVector3Single values).
This had much larger size (6 * SizeOf(Single) + SizeOf(enum) = 28 bytes)
than tag, which is important (3D models have easily thousands of
TTriangle). And it took longer to compare and assign,
so it was working much slower.
@groupBegin }
MailboxSavedTag: TMailboxTag;
MailboxIsIntersection: boolean;
MailboxIntersection: TVector3Single;
MailboxIntersectionDistance: Single;
{ @groupEnd }
{$endif}
{ State of this shape, containing various information about 3D shape.
This is a shortcut of TShape(Shape).State. }
function State: TX3DGraphTraverseState;
{ Check collisions between TTriangle and ray/segment.
Always use these routines to check for collisions,
to use mailboxes if possible. Mailboxes are used only if this was
compiled with TRIANGLE_OCTREE_USE_MAILBOX defined.
Increments TriangleCollisionTestsCounter if actual test was done
(that is, if we couldn't use mailbox to get the result quickier).
@groupBegin }
function SegmentDirCollision(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
const Odc0, OdcVector: TVector3Single;
const SegmentTag: TMailboxTag): boolean;
function RayCollision(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3Single;
const RayTag: TMailboxTag): boolean;
{ @groupEnd }
{ Create material information instance for material of this triangle.
See TX3DMaterialInfoAbstract for usage description.
Returns @nil when no Material node is defined, this can happen
only for VRML >= 2.0.
Returned TX3DMaterialInfoAbstract is valid only as long as the Material
node (for VRML 1.0 or 2.0) on which it was based. }
function MaterialInfo: TX3DMaterialInfoAbstract;
{ Return transparency of this triangle's material.
Equivalent to MaterialInfo.Transparency, although a little faster. }
function Transparency: Single;
{ Returns @true for triangles that are transparent. }
function IsTransparent: boolean;
{ Returns @true for triangles that should be ignored by shadow rays.
Returns @true for transparent triangles
(with Material.Transparency > 0) and non-shadow-casting triangles
(with Appearance.shadowCaster = FALSE).
@seealso TBaseTrianglesOctree.IgnoreForShadowRays }
function IgnoreForShadowRays: boolean;
{$ifndef CONSERVE_TRIANGLE_MEMORY}
{ For a given position (in world coordinates), return the texture
coordinate at this point. It is an interpolated texture coordinate
from our per-vertex texture coordinates in @link(TexCoord) field.
This assumes that Position actually lies within the triangle.
The ITexCoord2D returns the same, but cut to the first 2 texture
coordinate components. Usable for normal 2D textures.
@groupBegin }
function ITexCoord(const Point: TVector3Single): TVector4Single;
function ITexCoord2D(const Point: TVector3Single): TVector2Single;
{ @groupEnd }
{ For a given position (in world coordinates), return the smooth
normal vector at this point. It is an interpolated normal
from our per-vertex normals in @link(Normal) field.
Like them, it is a normal vector in local coordinates.
This assumes that Position actally lies within the triangle. }
function INormal(const Point: TVector3Single): TVector3Single;
{$endif}
end;
PTriangle = ^TTriangle;
TTriangleList = specialize TGenericStructList<TTriangle>;
{ TBaseTrianglesOctree ----------------------------------------------------------- }
type
{ }
TBaseTrianglesOctree = class;
{ }
TBaseTrianglesOctreeNode = class(TOctreeNode)
protected
{ These realize the common implementation of SphereCollision:
traversing down the octree nodes. They take care of traversing
down the non-leaf nodes, you only have to override
the CommonXxxLeaf versions where you handle the leaves
(and you have to call CommonXxx from normal Xxx routines). }
function CommonSphere(const pos: TVector3Single;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;
function CommonSphereLeaf(const pos: TVector3Single;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; virtual; abstract;
function CommonBox(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;
function CommonBoxLeaf(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; virtual; abstract;
function CommonSegment(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
const pos1, pos2: TVector3Single;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;
function CommonSegmentLeaf(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
const pos1, pos2: TVector3Single;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; virtual; abstract;
function CommonRay(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3Single;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;
function CommonRayLeaf(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3Single;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; virtual; abstract;
public
{ See TBaseTrianglesOctree for documentation of these routines.
Note that methods here do not try to limit detected intersections
to their boxes. If you will insert a large triangle into a node,
that is partially inside and partially outside of this node,
the collision methods may find an intersection outside of this node.
This is not be a problem for a root node, since the root node has
a box such that every triangle is completely inside.
But it is important to remember when you implement recursive
*Collision calls in nodes: if you want to query your subnodes
in some particular order (for example to honour ReturnClosestIntersection
= @true), then remember that one subnode may detect a collision
that in fact happened in other subnode.
@groupBegin }
function SphereCollision(const pos: TVector3Single;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; virtual; abstract;
function IsSphereCollision(const pos: TVector3Single;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean; virtual; abstract;
function BoxCollision(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; virtual; abstract;
function IsBoxCollision(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean; virtual; abstract;
function SegmentCollision(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
const pos1, pos2: TVector3Single;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; virtual; abstract;
function IsSegmentCollision(
const pos1, pos2: TVector3Single;
const Tag: TMailboxTag;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean; virtual; abstract;
function RayCollision(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3Single;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; virtual; abstract;
function IsRayCollision(
const RayOrigin, RayDirection: TVector3Single;
const Tag: TMailboxTag;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean; virtual; abstract;
{ @groupEnd }
end;
{ Callback for @link(TBaseTrianglesOctree.EnumerateTriangles). }
TEnumerateTriangleFunc = procedure (const Triangle: PTriangle) of object;
{ Abstract class for octrees that can check and return collisions
with TTriangle.
Octree node class used by this must be a TBaseTrianglesOctreeNode descendant.
In a simple case, this is an ancestor of TTriangleOctree,
that is just an octree storing TTriangle. But it's also an
ancestor of TShapeOctree, since each shape has also a
triangle octree. This way, TShapeOctree can calculate collisions
with TTriangle, even though it doesn't directly store TTriangle items. }
TBaseTrianglesOctree = class(TOctree)
private
{ Return NextFreeTag and increment it (for the future AssignNewTag).
This guarantees that NextFreeTag is incremented immediately,
so it will not be reused by some other routine. For example
if your collision query will cause another collision query
inside, that calls inside another AssignNewTag, everything will work OK. }
function AssignNewTag: TMailboxTag;
public
{ Collision checking using the octree.
SegmentCollision checks for collision between a line segment and tree items.
SphereCollision checks for collision with a sphere.
BoxCollision checks for collision with a box (axis-aligned, TBox3D type).
RayCollision checks for collision with a ray.
All there methods return nil if there is no collision, or a pointer
to colliding item.
@param(ReturnClosestIntersection
If @false, then any collision detected is returned.
For routines that don't have ReturnClosestIntersection parameter
(SphereCollision, BoxCollision) always any collision is returned.
If this is @true, then the collision closest to RayOrigin (for RayCollision)
or Pos1 (for SegmentCollision) is returned. This makes the collision
somewhat slower (as we have to check all collisions, while
for ReturnClosestIntersection = @false we can terminate at first
collision found.)
The versions that return boolean value (IsXxxCollision) don't
take this parameter, as they are naturally interested in existence
of @italic(any) intersection.)
@param(TriangleToIgnore
If this is non-nil, then Segment/RayCollision assume that there
is @italic(never) a collision with this octree item.
It's never returned as collidable item.
This is useful for recursive ray-tracer, when you start tracing
from some existing face (octree item). In this case, you don't
want to "hit" the starting face. So you can pass this face
as TriangleToIgnore.
Note that IgnoreMarginAtStart helps with the same problem,
although a little differently.)
@param(TrianglesToIgnoreFunc
If assigned, then items for which TrianglesToIgnoreFunc returns @true
will be ignored. This is a more general mechanism than
TriangleToIgnore, as you can ignore many items, you can also
make some condition to ignore --- for example, you can ignore
partially transparent items.)
@param(IgnoreMarginAtStart
If @true, then collisions that happen very very close to RayOrigin (or Pos1
for SegmentCollision) will be ignored.
This is another thing helpful for recursive ray-tracers:
you don't want to hit the starting face, or any coplanar faces,
when tracing reflected/refracted/shadow ray.
Note that if you know actual pointer of your face, it's better to use
TriangleToIgnore --- TriangleToIgnore is a 100% guaranteed
stable solution, while IgnoreMarginAtStart necessarily has some
"epsilon" constant that determines which items are ignored.
This epsilon may be too large, or too small, in some cases.
In practice, recursive ray-tracers should use both
TriangleToIgnore (to avoid collisions with starting face)
and IgnoreMarginAtStart = @true (to avoid collisions with faces
coplanar with starting face).)
@param(IntersectionDistance
For RayCollision:
Returned IntersectionDistance is the distance along the RayDirection:
smaller IntersectionDistance, closer to RayOrigin.
IntersectionDistance is always >= 0.
Intersection is always equal to RayOrigin + RayDirection * IntersectionDistance.
For SegmentCollision: analogously,
IntersectionDistance is along Pos2 - Pos1.
IntersectionDistance is always in 0...1.
Intersectio is always equal to Pos1 + (Pos2 - Pos1) * IntersectionDistance.
)
@groupBegin
}
function SegmentCollision(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
const pos1, pos2: TVector3Single;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; overload;
function SegmentCollision(
out Intersection: TVector3Single;
const pos1, pos2: TVector3Single;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; overload;
function SegmentCollision(
out IntersectionDistance: Single;
const pos1, pos2: TVector3Single;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; overload;
function SegmentCollision(
const pos1, pos2: TVector3Single;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; overload;
function IsSegmentCollision(
const pos1, pos2: TVector3Single;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean;
function SphereCollision(const pos: TVector3Single;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;
function IsSphereCollision(const pos: TVector3Single;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean;
function BoxCollision(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;
function IsBoxCollision(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean;
function RayCollision(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3Single;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; overload;
function RayCollision(
out Intersection: TVector3Single;
const RayOrigin, RayDirection: TVector3Single;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; overload;
function RayCollision(
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3Single;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; overload;
function RayCollision(const RayOrigin, RayDirection: TVector3Single;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle; overload;
function IsRayCollision(
const RayOrigin, RayDirection: TVector3Single;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean;
{ @groupEnd }
{ Check is move allowed. This is the perfect (precise, using triangle mesh,
and fast) implementation of T3D.MoveCollision interface.
TriangleToIgnore and TrianglesToIgnoreFunc meaning
is just like for RayCollision. This can be used to allow
camera to walk thorugh some surfaces (e.g. through water
surface, or to allow player to walk through some "fake wall"
and discover secret room in game etc.). }
function MoveCollision(
const OldPos, NewPos: TVector3Single;
const IsRadius: boolean; const Radius: Single;
const OldBox, NewBox: TBox3D;
const TriangleToIgnore: PTriangle = nil;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc = nil): boolean;
function MoveCollision(
const OldPos, ProposedNewPos: TVector3Single; out NewPos: TVector3Single;
const IsRadius: boolean; const Radius: Single;
const OldBox, NewBox: TBox3D;
const TriangleToIgnore: PTriangle = nil;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc = nil): boolean;
{ @groupEnd }
{ For given camera position and up vector, calculate camera height
above the ground. This is comfortable for cooperation with
TWalkCamera.OnHeight.
See T3D.Height for specification.
TriangleToIgnore and TrianglesToIgnoreFunc meaning
is just like for RayCollision. }
function HeightCollision(
const Position, GravityUp: TVector3Single;
out AboveHeight: Single; out AboveGround: PTriangle;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean;
{ Ignore (return @true) transparent triangles
(with Material.Transparency > 0).
This is suitable for T3DTriangleIgnoreFunc function, you can pass
this to RayCollision and such. }
class function IgnoreTransparentItem(
const Sender: TObject;
const Triangle: P3DTriangle): boolean;
{ Ignore (return @true) transparent triangles
(with Material.Transparency > 0) and non-shadow-casting triangles
(with Appearance.shadowCaster = FALSE).
This is suitable for T3DTriangleIgnoreFunc function, you can pass
this to RayCollision and such. }
class function IgnoreForShadowRays(
const Sender: TObject;
const Triangle: P3DTriangle): boolean;
{ Checks whether VRML Light (point or directional) lights at scene point
LightedPoint.
"Lights at scene" means that the light is turned on
(field "on" is @true) and between light source and a LightedPoint
nothing blocks the light (we check it by querying collisions using
the octree, ignoring transparent and non-shadow-casting triangles),
and the light source is on the same side of LightedPointPlane as
RenderDir.
TriangleToIgnore and IgnoreMarginAtStart work just like for
SegmentCollision. You should usually set TriangleToIgnore to the
triangle containing your LightedPoint and IgnoreMarginAtStart to @true,
to avoid detecting point as shadowing itself. }
function LightNotBlocked(const Light: TLightInstance;
const LightedPoint, LightedPointPlane, RenderDir: TVector3Single;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean): boolean;
{ Enumerate every triangle of this octree.
It passes to EnumerateTriangleFunc callback a Triangle.
Triangle is passed as a pointer (never @nil) --- these are guaranteed
to be "stable" pointers stored inside octrees' lists (so they will be valid
as long as octree (and eventual children octrees for TShapeOctree)).
Every triangle is guaranteed to have it's World coordinates updated
(to put it simply, when this is used on TShapeOctree, then we
call UpdateWorld on each triangle). }
procedure EnumerateTriangles(EnumerateTriangleFunc: TEnumerateTriangleFunc);
virtual; abstract;
{ Number of triangles within the octree. This counts all triangles
returned by EnumerateTriangles. }
function TrianglesCount: Cardinal; virtual; abstract;
end;
{ Simple utility class to easily ignore all transparent, non-shadow-casting
triangles, and, additionally, one chosen triangle.
Useful for TrianglesToIgnoreFunc parameters of various
TBaseTrianglesOctree methods. }
TOctreeIgnoreForShadowRaysAndOneItem = class
public
OneItem: PTriangle;
function IgnoreItem(
const Sender: TObject;
const Triangle: P3DTriangle): boolean;
constructor Create(AOneItem: PTriangle);
end;
var
{ Counter of collision tests done by TTriangle when the actual collision
calculation had to be done.
This counts all calls to TTriangle.SegmentDirCollision and
TTriangle.RayCollision when the result had to be actually geometrically
calculated (result was not in the cache aka "mailbox").
It is especially useful to look at this after using some spatial
data structure, like an octree. The goal of tree structures is to
minimize this number.
It is a global variable, because that's the most comfortable way to use
it. Triangles are usually wrapped in an octree (like TTriangleOctree),
or even in an octree of octrees (like TShapeOctree).
Tracking collisions using the global variable is most comfortable,
instead of spending time on propagating this (purely debugging) information
through the octree structures. }
TriangleCollisionTestsCounter: Cardinal;
implementation
uses CastleStringUtils, CastleShapes;
{ TTriangle ------------------------------------------------------------- }
constructor TTriangle.Init(AShape: TObject;
const APosition: TTriangle3Single;
const ANormal: TTriangle3Single; const ATexCoord: TTriangle4Single;
const AFace: TFaceIndex);
begin
inherited Init(APosition);
Shape := AShape;
{$ifndef CONSERVE_TRIANGLE_MEMORY}
Normal := ANormal;
TexCoord := ATexCoord;
Face := AFace;
{$endif not CONSERVE_TRIANGLE_MEMORY}
{$ifdef TRIANGLE_OCTREE_USE_MAILBOX}
MailboxSavedTag := -1;
{$endif}
end;
function TTriangle.State: TX3DGraphTraverseState;
begin
Result := TShape(Shape).State;
end;
procedure TTriangle.UpdateWorld;
begin
World.Triangle := TriangleTransform(Local.Triangle, State.Transform);
World.Plane := TriangleNormPlane(World.Triangle);
World.Area := CastleTriangles.TriangleArea(World.Triangle);
end;
function TTriangle.SegmentDirCollision(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
const Odc0, OdcVector: TVector3Single;
const SegmentTag: TMailboxTag): boolean;
begin
{$ifdef TRIANGLE_OCTREE_USE_MAILBOX}
if MailboxSavedTag = SegmentTag then
begin
result := MailboxIsIntersection;
if result then
begin
Intersection := MailboxIntersection;
IntersectionDistance := MailboxIntersectionDistance;
end;
end else
begin
{$endif}
Result := TryTriangleSegmentDirCollision(
Intersection, IntersectionDistance,
Local.Triangle, Local.Plane,
Odc0, OdcVector);
Inc(TriangleCollisionTestsCounter);
{$ifdef TRIANGLE_OCTREE_USE_MAILBOX}
{ save result to mailbox }
MailboxSavedTag := SegmentTag;
MailboxIsIntersection := result;
if result then
begin
MailboxIntersection := Intersection;
MailboxIntersectionDistance := IntersectionDistance;
end;
end;
{$endif}
end;
function TTriangle.RayCollision(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3Single;
const RayTag: TMailboxTag): boolean;
begin
{ uwzgledniam tu fakt ze czesto bedzie wypuszczanych wiele promieni
z jednego RayOrigin ale z roznym RayDirection (np. w raytracerze). Wiec lepiej
najpierw porownywac przechowywane w skrzynce RayDirection (niz RayOrigin)
zeby moc szybciej stwierdzic niezgodnosc. }
{$ifdef TRIANGLE_OCTREE_USE_MAILBOX}
if MailboxSavedTag = RayTag then
begin
result := MailboxIsIntersection;
if result then
begin
Intersection := MailboxIntersection;
IntersectionDistance := MailboxIntersectionDistance;
end;
end else
begin
{$endif}
result := TryTriangleRayCollision(
Intersection, IntersectionDistance,
Local.Triangle, Local.Plane,
RayOrigin, RayDirection);
Inc(TriangleCollisionTestsCounter);
{$ifdef TRIANGLE_OCTREE_USE_MAILBOX}
{ zapisz wyniki do mailboxa }
MailboxSavedTag := RayTag;
MailboxIsIntersection := result;
if result then
begin
MailboxIntersection := Intersection;
MailboxIntersectionDistance := IntersectionDistance;
end;
end;
{$endif}
end;
function TTriangle.MaterialInfo: TX3DMaterialInfoAbstract;
var
M2: TMaterialNode;
begin
if State.ShapeNode <> nil then
begin
M2 := State.ShapeNode.Material;
if M2 <> nil then
Result := M2.MaterialInfo else
Result := nil;
end else
Result := State.LastNodes.Material.MaterialInfo(0);
end;
function TTriangle.Transparency: Single;
var
M2: TMaterialNode;
begin
if State.ShapeNode <> nil then
begin
M2 := State.ShapeNode.Material;
if M2 <> nil then
Result := M2.FdTransparency.Value else
Result := 0;
end else
Result := State.LastNodes.Material.Transparency(0);
end;
function TTriangle.IsTransparent: boolean;
begin
Result := Transparency > SingleEqualityEpsilon;
end;
function TTriangle.IgnoreForShadowRays: boolean;
function NonShadowCaster(State: TX3DGraphTraverseState): boolean;
var
Shape: TAbstractShapeNode;
begin
Shape := State.ShapeNode;
Result :=
(Shape <> nil) and
(Shape.FdAppearance.Value <> nil) and
(Shape.FdAppearance.Value is TAppearanceNode) and
(not TAppearanceNode(Shape.FdAppearance.Value).FdShadowCaster.Value);
end;
begin
Result := ({ IsTransparent } Transparency > SingleEqualityEpsilon) or
NonShadowCaster(State);
end;
{$ifndef CONSERVE_TRIANGLE_MEMORY}
function TTriangle.ITexCoord(const Point: TVector3Single): TVector4Single;
var
B: TVector3Single;
begin
B := Barycentric(World.Triangle, Point);
Result := TexCoord[0] * B[0] +
TexCoord[1] * B[1] +
TexCoord[2] * B[2];
end;
function TTriangle.ITexCoord2D(const Point: TVector3Single): TVector2Single;
var
V: TVector4Single;
begin
V := ITexCoord(Point);
Move(V, Result, SizeOf(TVector2Single));
end;
function TTriangle.INormal(const Point: TVector3Single): TVector3Single;
var
B: TVector3Single;
begin
B := Barycentric(World.Triangle, Point);
Result := Normal[0] * B[0] +
Normal[1] * B[1] +
Normal[2] * B[2];
end;
{$else}
function TTriangle.Face: TFaceIndex;
begin
Result := UnknownFaceIndex;
end;
{$endif not CONSERVE_TRIANGLE_MEMORY}
{ TBaseTrianglesOctreeNode -----------------------------------------------
Common* (non-leaf nodes) implementations }
function TBaseTrianglesOctreeNode.CommonSphere(const pos: TVector3Single;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;
var
BoxLo, BoxHi: TOctreeSubnodeIndex;
SubnodesBox: TBox3D;
B0, B1, B2: boolean;
begin
if not IsLeaf then
begin
Result := nil;
{ Visit every subnode containing this sphere, and look for collision there.
TODO: we take box below, as simply bounding box of the sphere,
so potentially we visit more nodes than necessary. }
SubnodesBox.Data[0] := VectorSubtract(pos, Vector3Single(Radius, Radius, Radius) );
SubnodesBox.Data[1] := VectorAdd( pos, Vector3Single(Radius, Radius, Radius) );
SubnodesWithBox(SubnodesBox, BoxLo, BoxHi);
for B0 := BoxLo[0] to BoxHi[0] do
for B1 := BoxLo[1] to BoxHi[1] do
for B2 := BoxLo[2] to BoxHi[2] do
begin
Result := TBaseTrianglesOctreeNode(TreeSubNodes[B0, B1, B2]).
CommonSphere(Pos, Radius, TriangleToIgnore, TrianglesToIgnoreFunc);
if Result <> nil then Exit;
end;
end else
begin
Result := CommonSphereLeaf(Pos, Radius, TriangleToIgnore,
TrianglesToIgnoreFunc);
end;
end;
function TBaseTrianglesOctreeNode.CommonBox(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;
var
BoxLo, BoxHi: TOctreeSubnodeIndex;
B0, B1, B2: boolean;
begin
if not IsLeaf then
begin
Result := nil;
{ Visit every subnode containing this box, and look for collision there. }
SubnodesWithBox(ABox, BoxLo, BoxHi);
for B0 := BoxLo[0] to BoxHi[0] do
for B1 := BoxLo[1] to BoxHi[1] do
for B2 := BoxLo[2] to BoxHi[2] do
begin
Result := TBaseTrianglesOctreeNode(TreeSubNodes[B0, B1, B2]).
BoxCollision(ABox, TriangleToIgnore, TrianglesToIgnoreFunc);
if Result <> nil then Exit;
end;
end else
begin
Result := CommonBoxLeaf(ABox, TriangleToIgnore, TrianglesToIgnoreFunc);
end;
end;
function TBaseTrianglesOctreeNode.CommonSegment(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
const Pos1, Pos2: TVector3Single;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;
{$define SEGMENT_COLLISION}
{$I triangle_raysegment_nonleaf.inc}
{$undef SEGMENT_COLLISION}
function TBaseTrianglesOctreeNode.CommonRay(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3Single;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;
{$I triangle_raysegment_nonleaf.inc}
{ TBaseTrianglesOctree --------------------------------------------------- }
{$define SegmentCollision_CommonParams :=
const pos1, pos2: TVector3Single;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc
}
{$define SegmentCollision_Implementation :=
begin
Result := TBaseTrianglesOctreeNode(InternalTreeRoot).SegmentCollision(
Intersection, IntersectionDistance,
Pos1, Pos2,
AssignNewTag,
ReturnClosestIntersection, TriangleToIgnore, IgnoreMarginAtStart,
TrianglesToIgnoreFunc);
end;}
function TBaseTrianglesOctree.SegmentCollision(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
SegmentCollision_CommonParams): PTriangle;
SegmentCollision_Implementation
function TBaseTrianglesOctree.SegmentCollision(
out Intersection: TVector3Single;
SegmentCollision_CommonParams): PTriangle;
var
IntersectionDistance: Single;
SegmentCollision_Implementation
function TBaseTrianglesOctree.SegmentCollision(
out IntersectionDistance: Single;
SegmentCollision_CommonParams): PTriangle;
var
Intersection: TVector3Single;
SegmentCollision_Implementation
function TBaseTrianglesOctree.SegmentCollision(
SegmentCollision_CommonParams): PTriangle;
var
Intersection: TVector3Single;
IntersectionDistance: Single;
SegmentCollision_Implementation
{$undef SegmentCollision_CommonParams}
{$undef SegmentCollision_Implementation}
function TBaseTrianglesOctree.IsSegmentCollision(
const pos1, pos2: TVector3Single;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean;
begin
Result := TBaseTrianglesOctreeNode(InternalTreeRoot).IsSegmentCollision(
Pos1, Pos2,
AssignNewTag,
TriangleToIgnore, IgnoreMarginAtStart,
TrianglesToIgnoreFunc);
end;
function TBaseTrianglesOctree.SphereCollision(const pos: TVector3Single;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;
begin
Result := TBaseTrianglesOctreeNode(InternalTreeRoot).SphereCollision(
Pos, Radius, TriangleToIgnore, TrianglesToIgnoreFunc);
end;
function TBaseTrianglesOctree.IsSphereCollision(const pos: TVector3Single;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean;
begin
Result := TBaseTrianglesOctreeNode(InternalTreeRoot).IsSphereCollision(
Pos, Radius, TriangleToIgnore, TrianglesToIgnoreFunc);
end;
function TBaseTrianglesOctree.BoxCollision(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): PTriangle;
begin
Result := TBaseTrianglesOctreeNode(InternalTreeRoot).BoxCollision(
ABox, TriangleToIgnore, TrianglesToIgnoreFunc);
end;
function TBaseTrianglesOctree.IsBoxCollision(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean;
begin
Result := TBaseTrianglesOctreeNode(InternalTreeRoot).IsBoxCollision(
ABox, TriangleToIgnore, TrianglesToIgnoreFunc);
end;
{$define RayCollision_CommonParams :=
const RayOrigin, RayDirection: TVector3Single;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc
}
{$define RayCollision_Implementation :=
begin
Result := TBaseTrianglesOctreeNode(InternalTreeRoot).RayCollision(
Intersection, IntersectionDistance,
RayOrigin, RayDirection,
AssignNewTag,
ReturnClosestIntersection, TriangleToIgnore, IgnoreMarginAtStart,
TrianglesToIgnoreFunc);
end;}
function TBaseTrianglesOctree.RayCollision(
out Intersection: TVector3Single;
out IntersectionDistance: Single;
RayCollision_CommonParams): PTriangle;
RayCollision_Implementation
function TBaseTrianglesOctree.RayCollision(
out Intersection: TVector3Single;
RayCollision_CommonParams): PTriangle;
var
IntersectionDistance: Single;
RayCollision_Implementation
function TBaseTrianglesOctree.RayCollision(
out IntersectionDistance: Single;
RayCollision_CommonParams): PTriangle;
var
Intersection: TVector3Single;
RayCollision_Implementation
function TBaseTrianglesOctree.RayCollision(
RayCollision_CommonParams): PTriangle;
var
Intersection: TVector3Single;
IntersectionDistance: Single;
RayCollision_Implementation
{$undef RayCollision_CommonParams}
{$undef RayCollision_Implementation}
function TBaseTrianglesOctree.IsRayCollision(
const RayOrigin, RayDirection: TVector3Single;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean;
begin
Result := TBaseTrianglesOctreeNode(InternalTreeRoot).IsRayCollision(
RayOrigin, RayDirection,
AssignNewTag,
TriangleToIgnore, IgnoreMarginAtStart,
TrianglesToIgnoreFunc);
end;
{ XxxCollision methods ------------------------------------------------------- }
function TBaseTrianglesOctree.MoveCollision(
const OldPos, NewPos: TVector3Single;
const IsRadius: boolean; const Radius: Single;
const OldBox, NewBox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean;
begin
if IsRadius then
Result :=
(not IsSegmentCollision(OldPos, NewPos,
TriangleToIgnore, false, TrianglesToIgnoreFunc)) and
(not IsSphereCollision(NewPos, Radius,
TriangleToIgnore, TrianglesToIgnoreFunc)) else
Result :=
(not IsSegmentCollision(OldPos, NewPos,
TriangleToIgnore, false, TrianglesToIgnoreFunc)) and
(not IsBoxCollision(NewBox,
TriangleToIgnore, TrianglesToIgnoreFunc));
end;
function TBaseTrianglesOctree.MoveCollision(
const OldPos, ProposedNewPos: TVector3Single; out NewPos: TVector3Single;
const IsRadius: boolean; const Radius: Single;
const OldBox, NewBox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean;
{ $define DEBUG_WALL_SLIDING}
const
{ For wall-sliding inside MoveAlongTheBlocker implementations,
we want to position ourselves slightly farther away than
Radius. (Exactly on Radius would mean that it's
sensitive to floating point imprecision, and sometimes the sphere
could be considered colliding with Blocker anyway, instead
of sliding along it. And final MoveCollision (without wall-sliding) call
will then fail, making wall-sliding non-working.)
So this must be something slightly larger than 1.
And obviously must be close to 1
(otherwise NewPos will not be sensible). }
RadiusEnlarge = 1.01;
{ This is the worse version of wall-sliding:
we don't know the 3D point of intersection with blocker,
which means we can't really calculate a vector to make
proper wall-sliding. We do some tricks to still perform wall-sliding
in many positions, but it's not perfect. }
function MoveAlongTheBlocker(Blocker: PTriangle): boolean;
var
PlanePtr: PVector4Single;
PlaneNormalPtr: PVector3Single;
NewPosShift: TVector3Single;
begin
PlanePtr := @(Blocker^.World.Plane);
PlaneNormalPtr := PVector3Single(PlanePtr);
{ project ProposedNewPos on a plane of blocking object }
NewPos := PointOnPlaneClosestToPoint(PlanePtr^, ProposedNewPos);
{ now NewPos must be on the same plane side as OldPos is,
and it must be at the distance slightly larger than Radius from the plane }
if VectorsSamePlaneDirections(PlaneNormalPtr^,
VectorSubtract(ProposedNewPos, NewPos), PlanePtr^) then
NewPosShift := VectorScale(PlaneNormalPtr^, Radius * RadiusEnlarge) else
NewPosShift := VectorScale(PlaneNormalPtr^, -Radius * RadiusEnlarge);
VectorAddTo1st(NewPos, NewPosShift);
{ Even though I calculated NewPos so that it's not blocked by object
Blocker, I must check whether it's not blocked by something else
(e.g. if player is trying to walk into the corner (two walls)).
I can do it by using my simple MoveCollision. }
Result := MoveCollision(OldPos, NewPos, IsRadius, Radius, OldBox, NewBox,
TriangleToIgnore, TrianglesToIgnoreFunc);
{$ifdef DEBUG_WALL_SLIDING}
Writeln('Wall-sliding: WORSE version without 3d intersection. Blocker ', PointerToStr(Blocker), '.');
{$endif}
end;
{ The better wall-sliding implementation, that can calculate
nice vector along which to slide.
It requires as input BlockerIntersection, this is the 3D point
of intersection between player move line (from OldPos to ProposedNewPos)
and the Blocker.World.Plane.
SegmentCollision says whether segment OldPos->ProposedNewPos was detected
as colliding with Blocker.World.Plane (IOW, ProposedNewPos is on the other
side of the blocker plane) or not (IOW, ProposedNewPos is on the same
side of the blocker plane). }
function MoveAlongTheBlocker(
const BlockerIntersection: TVector3Single;
SegmentCollision: boolean;
Blocker: PTriangle): boolean;
var
PlanePtr: PVector4Single;
Slide, Projected: TVector3Single;
NewBlocker: PTriangle;
NewBlockerIntersection: TVector3Single;
begin
PlanePtr := @(Blocker^.World.Plane);
{$ifdef DEBUG_WALL_SLIDING}
Write('Wall-sliding: Better version (with 3d intersection). ');
if SegmentCollision then
Write('Segment collided. ') else
Write('Sphere collided . ');
Writeln('Blocker ', PointerToStr(Blocker), '.');
{$endif}
{ Project ProposedNewPos or OldPos on Blocker plane.
The idea is that knowing this projection, and knowing BlockerIntersection,
we can calculate Slide (= vector that will move us parallel to
Blocker plane).
We could always project ProposedNewPos. But for
SegmentCollision = @false, OldPos is also good to use,
and it's farther from BlockerIntersection than ProposedNewPos
--- this is good, as we want Slide vector to be long, to avoid
floating point imprecision when Slide is very very short vector. }
if SegmentCollision then
begin
Projected := PointOnPlaneClosestToPoint(PlanePtr^, ProposedNewPos);
Slide := VectorSubtract(Projected, BlockerIntersection);
end else
begin
Projected := PointOnPlaneClosestToPoint(PlanePtr^, OldPos);
Slide := VectorSubtract(BlockerIntersection, Projected);
end;
if not ZeroVector(Slide) then
begin
{ Move by Slide.
Length of Slide is taken from the distance between
OldPos and ProposedNewPos. This is Ok, as we do not try to
make perfect wall-sliding (that would first move as close to Blocker
plane as possible, and then move along the blocker).
Instead we move all the way along the blocker. This is in practice Ok. }
VectorAdjustToLengthTo1st(Slide, PointsDistance(OldPos, ProposedNewPos));
NewPos := VectorAdd(OldPos, Slide);
{ Even though I calculated NewPos so that it's not blocked by object
Blocker, I must check whether it's not blocked by something else
(e.g. if player is trying to walk into the corner (two walls)).
I can do it by using my simple MoveCollision. }
Result := MoveCollision(OldPos, NewPos,
IsRadius, Radius, OldBox, NewBox, TriangleToIgnore, TrianglesToIgnoreFunc);
{$ifdef DEBUG_WALL_SLIDING} Writeln('Wall-sliding: Final check of sliding result: ', Result); {$endif}
if (not Result) and (not SegmentCollision) then
begin
{ When going through corners, previous code will not necessarily make
good wall-sliding, because our Blocker may be taken from sphere
collision. So it's not really a good plane to slide along.
Let's try harder to to get a better blocker: use RayCollision
in the previous Slide direction,
and check is result still within our sphere.
We preserve below the old value of Blocker (have our own NewBlocker
and NewBlockerIntersection), but the rest of variables may be
mercilessly overriden by code below:
PlanePtr, Projected, Slide helpers.
Check that it works: e.g. test beginning of castle_hall_final.wrl,
new_acts.wrl. }
NewBlocker := RayCollision(
OldPos, Slide, true { return closest blocker },
TriangleToIgnore, false, TrianglesToIgnoreFunc);
if (NewBlocker <> nil) and
(NewBlocker <> Blocker) and
IsTriangleSphereCollision(
NewBlocker^.World.Triangle,
NewBlocker^.World.Plane,
ProposedNewPos,
{ NewBlocker is accepted more generously, within 2 * normal radius. }
Radius * 2) and
TryPlaneLineIntersection(NewBlockerIntersection,
NewBlocker^.World.Plane,
OldPos, VectorSubtract(ProposedNewPos, OldPos)) then
begin
{$ifdef DEBUG_WALL_SLIDING} Writeln('Wall-sliding: Better blocker found: ', PointerToStr(NewBlocker), '.'); {$endif}
{ Below we essentially make the wall-sliding computation again.
We know that we're in sphere collision case
(checked above that "not SegmentCollision"). }
PlanePtr := @(NewBlocker^.World.Plane);
Projected := PointOnPlaneClosestToPoint(PlanePtr^, OldPos);
Slide := VectorSubtract(NewBlockerIntersection, Projected);
if not ZeroVector(Slide) then
begin
VectorAdjustToLengthTo1st(Slide, PointsDistance(OldPos, ProposedNewPos));
NewPos := VectorAdd(OldPos, Slide);
Result := MoveCollision(OldPos, NewPos,
IsRadius, Radius, OldBox, NewBox, TriangleToIgnore, TrianglesToIgnoreFunc);
{$ifdef DEBUG_WALL_SLIDING} Writeln('Wall-sliding: Better blocker final check of sliding result: ', Result); {$endif}
end;
end else
if NewBlocker <> nil then
begin
{$ifdef DEBUG_WALL_SLIDING}
Writeln('Wall-sliding: Better blocker NOT found: ', PointerToStr(NewBlocker), ' ',
IsTriangleSphereCollision(
NewBlocker^.World.Triangle,
NewBlocker^.World.Plane,
ProposedNewPos, Radius), ' ',
TryPlaneLineIntersection(NewBlockerIntersection,
NewBlocker^.World.Plane,
OldPos, VectorSubtract(ProposedNewPos, OldPos)), '.');
{$endif}
end;
end;
end else
begin
{ Fallback to worse wall-sliding version. }
{$ifdef DEBUG_WALL_SLIDING} Writeln('Wall-sliding: Need to fallback to worse version (Slide = 0)'); {$endif}
Result := MoveAlongTheBlocker(Blocker);
end;
end;
var
Blocker: PTriangle;
BlockerIntersection: TVector3Single;
begin
if not IsRadius then
begin
{ for IsRadius = false, for now just fallback to simple yes-no check,
without wall-sliding. We can improve this one day to make wall-sliding
even in this case (NewBox in this case will be shifted
like ProposedNewPos->NewPos). }
Result := MoveCollision(OldPos, ProposedNewPos,
IsRadius, Radius, OldBox, NewBox, TriangleToIgnore, TrianglesToIgnoreFunc);
NewPos := ProposedNewPos;
Exit;
end;
Blocker := SegmentCollision(
BlockerIntersection, OldPos, ProposedNewPos,
true { return closest blocker },
TriangleToIgnore, false, TrianglesToIgnoreFunc);
if Blocker = nil then
begin
Blocker := SphereCollision(ProposedNewPos, Radius,
TriangleToIgnore, TrianglesToIgnoreFunc);
if Blocker = nil then
begin
Result := true;
NewPos := ProposedNewPos;
end else
if TryPlaneLineIntersection(BlockerIntersection, Blocker^.World.Plane,
OldPos, VectorSubtract(ProposedNewPos, OldPos)) then
Result := MoveAlongTheBlocker(BlockerIntersection, false, Blocker) else
Result := MoveAlongTheBlocker(Blocker);
end else
Result := MoveAlongTheBlocker(BlockerIntersection, true, Blocker);
end;
function TBaseTrianglesOctree.HeightCollision(
const Position, GravityUp: TVector3Single;
out AboveHeight: Single; out AboveGround: PTriangle;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: T3DTriangleIgnoreFunc): boolean;
begin
AboveGround := RayCollision(AboveHeight, Position, VectorNegate(GravityUp),
true, TriangleToIgnore, false, TrianglesToIgnoreFunc);
Result := AboveGround <> nil;
if not Result then
AboveHeight := MaxSingle;
end;
{ Other TBaseTrianglesOctree utils ----------------------------------------------- }
var
{ Next tag that will be allocated for ray/segment and such by AssignNewTag.
Can be read/written only by AssignNewTag.
That's right, this is a global variable. Reason: octree instances
are sometimes freed / recreated (consider e.g. TShapeOctree
recreated when Trasform changes). New octree may want to immediately
do some collision checks. However, records about tags from old octree
may still be remembered somewhere -- for example, TShape
remembers MailboxSavedTag (given for Shape.RayCollision from
TShapeOctreeNode.CommonRayLeaf). So, if this would be a field
of TBaseTrianglesOctree, then the newly created octree could
create the same tag, and hit the mailbox mechanism of already existing
shape.
This actually happened with SphereSensor tests,
e.g. on unison.x3dv from
http://www.web3d.org/x3d/content/examples/Conformance/Sensors/SphereSensor/index.html .
When you rotate the box, it's Transform.rotation changed, causing
a rebuild of shapes octree. (But actual TShape and it's local triangles
octree stay unmodified.) Without moving NextFreeTag to global variable,
the new created octree would have NextFreeTag that was already recorded.
In effect, @link(Height) (for camera gravity) were returning a result
for previous mouse ray pick, temporary showing our "height above the ground"
even though we were not standing on the ground. }
NextFreeTag: TMailboxTag;
function TBaseTrianglesOctree.AssignNewTag: TMailboxTag;
begin
result := NextFreeTag;
Inc(NextFreeTag);
end;
class function TBaseTrianglesOctree.IgnoreTransparentItem(
const Sender: TObject;
const Triangle: P3DTriangle): boolean;
begin
Result := PTriangle(Triangle)^.IsTransparent;
end;
class function TBaseTrianglesOctree.IgnoreForShadowRays(
const Sender: TObject;
const Triangle: P3DTriangle): boolean;
begin
Result := PTriangle(Triangle)^.IgnoreForShadowRays;
end;
function TBaseTrianglesOctree.LightNotBlocked(const Light: TLightInstance;
const LightedPoint, LightedPointPlane, RenderDir: TVector3Single;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean): boolean;
var LightPos: TVector3Single;
begin
if not Light.Node.FdOn.Value then result := false;
if Light.Node is TAbstractDirectionalLightNode then
{ Swiatlo directional oznacza ze swiatlo polozone jest tak bardzo
daleko ze wszystkie promienie od swiatla sa rownolegle.
Od pozycji LightedPoint odejmujemy wydluzone Direction swiatla.
3 * Box3DMaxSize(Octree.TreeRoot.Box) na pewno jest odlegloscia
ktora sprawi ze LightPos bedzie poza Octree.TreeRoot.Box
(bo gdyby nawet Octree.TreeRoot.Box byl szescianem to jego przekatna
ma dlugosc tylko Sqrt(2) * Sqrt(2) * Box3DMaxSize(Octree.TreeRoot.Box)
(= 2 * Box3DMaxSize(Octree.TreeRoot.Box))
W ten sposob otrzymujemy punkt ktory na pewno lezy POZA TreeRoot.Box
i jezeli nic nie zaslania drogi od Point do tego punktu to
znaczy ze swiatlo oswietla Intersection. }
LightPos := VectorSubtract(LightedPoint,
VectorAdjustToLength(Light.Direction,
3 * InternalTreeRoot.Box.MaxSize ) ) else
LightPos := Light.Location;
Result := (VectorsSamePlaneDirections(
VectorSubtract(LightPos, LightedPoint),
RenderDir,
LightedPointPlane)) and
(SegmentCollision(LightedPoint, LightPos,
false, TriangleToIgnore, IgnoreMarginAtStart, @IgnoreForShadowRays)
= nil);
end;
{ TOctreeIgnoreForShadowRaysAndOneItem -------------------------------------- }
function TOctreeIgnoreForShadowRaysAndOneItem.IgnoreItem(
const Sender: TObject;
const Triangle: P3DTriangle): boolean;
begin
Result := (Triangle = P3DTriangle(OneItem)) or
PTriangle(Triangle)^.IgnoreForShadowRays;
end;
constructor TOctreeIgnoreForShadowRaysAndOneItem.Create(
AOneItem: PTriangle);
begin
inherited Create;
OneItem := AOneItem;
end;
end.
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