Backlog/lib/zphysics/libs/Jolt/Physics/Collision/Shape/HeightFieldShape.h

273 lines
15 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Physics/Collision/Shape/Shape.h>
#include <Jolt/Physics/Collision/PhysicsMaterial.h>
#ifdef JPH_DEBUG_RENDERER
#include <Jolt/Renderer/DebugRenderer.h>
#endif // JPH_DEBUG_RENDERER
JPH_NAMESPACE_BEGIN
class ConvexShape;
class CollideShapeSettings;
/// Constants for HeightFieldShape, this was moved out of the HeightFieldShape because of a linker bug
namespace HeightFieldShapeConstants
{
/// Value used to create gaps in the height field
constexpr float cNoCollisionValue = FLT_MAX;
/// Stack size to use during WalkHeightField
constexpr int cStackSize = 128;
/// A position in the hierarchical grid is defined by a level (which grid), x and y position. We encode this in a single uint32 as: level << 28 | y << 14 | x
constexpr uint cNumBitsXY = 14;
constexpr uint cMaskBitsXY = (1 << cNumBitsXY) - 1;
constexpr uint cLevelShift = 2 * cNumBitsXY;
/// When height samples are converted to 16 bit:
constexpr uint16 cNoCollisionValue16 = 0xffff; ///< This is the magic value for 'no collision'
constexpr uint16 cMaxHeightValue16 = 0xfffe; ///< This is the maximum allowed height value
};
/// Class that constructs a HeightFieldShape
class HeightFieldShapeSettings final : public ShapeSettings
{
public:
JPH_DECLARE_SERIALIZABLE_VIRTUAL(HeightFieldShapeSettings)
/// Default constructor for deserialization
HeightFieldShapeSettings() = default;
/// Create a height field shape of inSampleCount * inSampleCount vertices.
/// The height field is a surface defined by: inOffset + inScale * (x, inSamples[y * inSampleCount + x], y).
/// where x and y are integers in the range x and y e [0, inSampleCount - 1].
/// inSampleCount: inSampleCount / mBlockSize must be a power of 2 and minimally 2.
/// inSamples: inSampleCount^2 vertices.
/// inMaterialIndices: (inSampleCount - 1)^2 indices that index into inMaterialList.
HeightFieldShapeSettings(const float *inSamples, Vec3Arg inOffset, Vec3Arg inScale, uint32 inSampleCount, const uint8 *inMaterialIndices = nullptr, const PhysicsMaterialList &inMaterialList = PhysicsMaterialList());
// See: ShapeSettings
virtual ShapeResult Create() const override;
/// Determine the minimal and maximal value of mHeightSamples (will ignore cNoCollisionValue)
/// @param outMinValue The minimal value fo mHeightSamples or FLT_MAX if no samples have collision
/// @param outMaxValue The maximal value fo mHeightSamples or -FLT_MAX if no samples have collision
/// @param outQuantizationScale (value - outMinValue) * outQuantizationScale quantizes a height sample to 16 bits
void DetermineMinAndMaxSample(float &outMinValue, float &outMaxValue, float &outQuantizationScale) const;
/// Given mBlockSize, mSampleCount and mHeightSamples, calculate the amount of bits needed to stay below absolute error inMaxError
/// @param inMaxError Maximum allowed error in mHeightSamples after compression (note that this does not take mScale.Y into account)
/// @return Needed bits per sample in the range [1, 8].
uint32 CalculateBitsPerSampleForError(float inMaxError) const;
/// The height field is a surface defined by: mOffset + mScale * (x, mHeightSamples[y * mSampleCount + x], y).
/// where x and y are integers in the range x and y e [0, mSampleCount - 1].
Vec3 mOffset = Vec3::sZero();
Vec3 mScale = Vec3::sReplicate(1.0f);
uint32 mSampleCount = 0;
/// The heightfield is divided in blocks of mBlockSize * mBlockSize * 2 triangles and the acceleration structure culls blocks only,
/// bigger block sizes reduce memory consumption but also reduce query performance. Sensible values are [2, 8], does not need to be
/// a power of 2. Note that at run-time we'll perform one more grid subdivision, so the effective block size is half of what is provided here.
uint32 mBlockSize = 2;
/// How many bits per sample to use to compress the height field. Can be in the range [1, 8].
/// Note that each sample is compressed relative to the min/max value of its block of mBlockSize * mBlockSize pixels so the effective precision is higher.
/// Also note that increasing mBlockSize saves more memory than reducing the amount of bits per sample.
uint32 mBitsPerSample = 8;
Array<float> mHeightSamples;
Array<uint8> mMaterialIndices;
/// The materials of square at (x, y) is: mMaterials[mMaterialIndices[x + y * (mSampleCount - 1)]]
PhysicsMaterialList mMaterials;
};
/// A height field shape. Cannot be used as a dynamic object.
class HeightFieldShape final : public Shape
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Constructor
HeightFieldShape() : Shape(EShapeType::HeightField, EShapeSubType::HeightField) { }
HeightFieldShape(const HeightFieldShapeSettings &inSettings, ShapeResult &outResult);
// See Shape::MustBeStatic
virtual bool MustBeStatic() const override { return true; }
// See Shape::GetLocalBounds
virtual AABox GetLocalBounds() const override;
// See Shape::GetSubShapeIDBitsRecursive
virtual uint GetSubShapeIDBitsRecursive() const override { return GetSubShapeIDBits(); }
// See Shape::GetInnerRadius
virtual float GetInnerRadius() const override { return 0.0f; }
// See Shape::GetMassProperties
virtual MassProperties GetMassProperties() const override;
// See Shape::GetMaterial
virtual const PhysicsMaterial * GetMaterial(const SubShapeID &inSubShapeID) const override;
/// Overload to get the material at a particular location
const PhysicsMaterial * GetMaterial(uint inX, uint inY) const;
// See Shape::GetSurfaceNormal
virtual Vec3 GetSurfaceNormal(const SubShapeID &inSubShapeID, Vec3Arg inLocalSurfacePosition) const override;
// See Shape::GetSupportingFace
virtual void GetSupportingFace(const SubShapeID &inSubShapeID, Vec3Arg inDirection, Vec3Arg inScale, Mat44Arg inCenterOfMassTransform, SupportingFace &outVertices) const override;
// See Shape::GetSubmergedVolume
virtual void GetSubmergedVolume(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, const Plane &inSurface, float &outTotalVolume, float &outSubmergedVolume, Vec3 &outCenterOfBuoyancy JPH_IF_DEBUG_RENDERER(, RVec3Arg inBaseOffset)) const override { JPH_ASSERT(false, "Not supported"); }
#ifdef JPH_DEBUG_RENDERER
// See Shape::Draw
virtual void Draw(DebugRenderer *inRenderer, RMat44Arg inCenterOfMassTransform, Vec3Arg inScale, ColorArg inColor, bool inUseMaterialColors, bool inDrawWireframe) const override;
#endif // JPH_DEBUG_RENDERER
// See Shape::CastRay
virtual bool CastRay(const RayCast &inRay, const SubShapeIDCreator &inSubShapeIDCreator, RayCastResult &ioHit) const override;
virtual void CastRay(const RayCast &inRay, const RayCastSettings &inRayCastSettings, const SubShapeIDCreator &inSubShapeIDCreator, CastRayCollector &ioCollector, const ShapeFilter &inShapeFilter = { }) const override;
// See: Shape::CollidePoint
virtual void CollidePoint(Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter = { }) const override;
// See Shape::GetTrianglesStart
virtual void GetTrianglesStart(GetTrianglesContext &ioContext, const AABox &inBox, Vec3Arg inPositionCOM, QuatArg inRotation, Vec3Arg inScale) const override;
// See Shape::GetTrianglesNext
virtual int GetTrianglesNext(GetTrianglesContext &ioContext, int inMaxTrianglesRequested, Float3 *outTriangleVertices, const PhysicsMaterial **outMaterials = nullptr) const override;
/// Get height field position at sampled location (inX, inY).
/// where inX and inY are integers in the range inX e [0, mSampleCount - 1] and inY e [0, mSampleCount - 1].
Vec3 GetPosition(uint inX, uint inY) const;
/// Check if height field at sampled location (inX, inY) has collision (has a hole or not)
bool IsNoCollision(uint inX, uint inY) const;
/// Projects inLocalPosition (a point in the space of the shape) along the Y axis onto the surface and returns it in outSurfacePosition.
/// When there is no surface position (because of a hole or because the point is outside the heightfield) the function will return false.
bool ProjectOntoSurface(Vec3Arg inLocalPosition, Vec3 &outSurfacePosition, SubShapeID &outSubShapeID) const;
// See Shape
virtual void SaveBinaryState(StreamOut &inStream) const override;
virtual void SaveMaterialState(PhysicsMaterialList &outMaterials) const override;
virtual void RestoreMaterialState(const PhysicsMaterialRefC *inMaterials, uint inNumMaterials) override;
// See Shape::GetStats
virtual Stats GetStats() const override;
// See Shape::GetVolume
virtual float GetVolume() const override { return 0; }
#ifdef JPH_DEBUG_RENDERER
// Settings
static bool sDrawTriangleOutlines;
#endif // JPH_DEBUG_RENDERER
// Register shape functions with the registry
static void sRegister();
protected:
// See: Shape::RestoreBinaryState
virtual void RestoreBinaryState(StreamIn &inStream) override;
private:
class DecodingContext; ///< Context class for walking through all nodes of a heightfield
struct HSGetTrianglesContext; ///< Context class for GetTrianglesStart/Next
/// Calculate commonly used values and store them in the shape
void CacheValues();
/// Calculate bit mask for all active edges in the heightfield
void CalculateActiveEdges();
/// Store material indices in the least amount of bits per index possible
void StoreMaterialIndices(const Array<uint8> &inMaterialIndices);
/// Get the amount of horizontal/vertical blocks
inline uint GetNumBlocks() const { return mSampleCount / mBlockSize; }
/// Get the maximum level (amount of grids) of the tree
static inline uint sGetMaxLevel(uint inNumBlocks) { return CountTrailingZeros(inNumBlocks); }
/// Get the range block offset and stride for GetBlockOffsetAndScale
static inline void sGetRangeBlockOffsetAndStride(uint inNumBlocks, uint inMaxLevel, uint &outRangeBlockOffset, uint &outRangeBlockStride);
/// For block (inBlockX, inBlockY) get the offset and scale needed to decode a uint8 height sample to a uint16
inline void GetBlockOffsetAndScale(uint inBlockX, uint inBlockY, uint inRangeBlockOffset, uint inRangeBlockStride, float &outBlockOffset, float &outBlockScale) const;
/// Get the height sample at position (inX, inY)
inline uint8 GetHeightSample(uint inX, uint inY) const;
/// Faster version of GetPosition when block offset and scale are already known
inline Vec3 GetPosition(uint inX, uint inY, float inBlockOffset, float inBlockScale, bool &outNoCollision) const;
/// Determine amount of bits needed to encode sub shape id
uint GetSubShapeIDBits() const;
/// En/decode a sub shape ID. inX and inY specify the coordinate of the triangle. inTriangle == 0 is the lower triangle, inTriangle == 1 is the upper triangle.
inline SubShapeID EncodeSubShapeID(const SubShapeIDCreator &inCreator, uint inX, uint inY, uint inTriangle) const;
inline void DecodeSubShapeID(const SubShapeID &inSubShapeID, uint &outX, uint &outY, uint &outTriangle) const;
/// Get the edge flags for a triangle
inline uint8 GetEdgeFlags(uint inX, uint inY, uint inTriangle) const;
// Helper functions called by CollisionDispatch
static void 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, const ShapeFilter &inShapeFilter);
static void 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, const ShapeFilter &inShapeFilter);
static void sCastConvexVsHeightField(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, const Shape *inShape, Vec3Arg inScale, const ShapeFilter &inShapeFilter, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, CastShapeCollector &ioCollector);
static void sCastSphereVsHeightField(const ShapeCast &inShapeCast, const ShapeCastSettings &inShapeCastSettings, const Shape *inShape, Vec3Arg inScale, const ShapeFilter &inShapeFilter, Mat44Arg inCenterOfMassTransform2, const SubShapeIDCreator &inSubShapeIDCreator1, const SubShapeIDCreator &inSubShapeIDCreator2, CastShapeCollector &ioCollector);
/// Visit the entire height field using a visitor pattern
template <class Visitor>
JPH_INLINE void WalkHeightField(Visitor &ioVisitor) const;
/// A block of 2x2 ranges used to form a hierarchical grid, ordered left top, right top, left bottom, right bottom
struct alignas(16) RangeBlock
{
uint16 mMin[4];
uint16 mMax[4];
};
/// Offset of first RangedBlock in grid per level
static const uint sGridOffsets[];
/// The height field is a surface defined by: mOffset + mScale * (x, mHeightSamples[y * mSampleCount + x], y).
/// where x and y are integers in the range x and y e [0, mSampleCount - 1].
Vec3 mOffset = Vec3::sZero();
Vec3 mScale = Vec3::sReplicate(1.0f);
/// Height data
uint32 mSampleCount = 0; ///< See HeightFieldShapeSettings::mSampleCount
uint32 mBlockSize = 2; ///< See HeightFieldShapeSettings::mBlockSize
uint8 mBitsPerSample = 8; ///< See HeightFieldShapeSettings::mBitsPerSample
uint8 mSampleMask = 0xff; ///< All bits set for a sample: (1 << mBitsPerSample) - 1, used to indicate that there's no collision
uint16 mMinSample = HeightFieldShapeConstants::cNoCollisionValue16; ///< Min and max value in mHeightSamples quantized to 16 bit, for calculating bounding box
uint16 mMaxSample = HeightFieldShapeConstants::cNoCollisionValue16;
Array<RangeBlock> mRangeBlocks; ///< Hierarchical grid of range data describing the height variations within 1 block. The grid for level <level> starts at offset sGridOffsets[<level>]
Array<uint8> mHeightSamples; ///< mBitsPerSample-bit height samples. Value [0, mMaxHeightValue] maps to highest detail grid in mRangeBlocks [mMin, mMax]. mNoCollisionValue is reserved to indicate no collision.
Array<uint8> mActiveEdges; ///< (mSampleCount - 1)^2 * 3-bit active edge flags.
/// Materials
PhysicsMaterialList mMaterials; ///< The materials of square at (x, y) is: mMaterials[mMaterialIndices[x + y * (mSampleCount - 1)]]
Array<uint8> mMaterialIndices; ///< Compressed to the minimum amount of bits per material index (mSampleCount - 1) * (mSampleCount - 1) * mNumBitsPerMaterialIndex bits of data
uint32 mNumBitsPerMaterialIndex = 0; ///< Number of bits per material index
#ifdef JPH_DEBUG_RENDERER
/// Temporary rendering data
mutable Array<DebugRenderer::GeometryRef> mGeometry;
mutable bool mCachedUseMaterialColors = false; ///< This is used to regenerate the triangle batch if the drawing settings change
#endif // JPH_DEBUG_RENDERER
};
JPH_NAMESPACE_END