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

1972 lines
70 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#include <Jolt/Physics/Collision/Shape/HeightFieldShape.h>
#include <Jolt/Physics/Collision/Shape/ConvexShape.h>
#include <Jolt/Physics/Collision/Shape/ScaleHelpers.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Collision/RayCast.h>
#include <Jolt/Physics/Collision/ShapeCast.h>
#include <Jolt/Physics/Collision/CastResult.h>
#include <Jolt/Physics/Collision/CollidePointResult.h>
#include <Jolt/Physics/Collision/ShapeFilter.h>
#include <Jolt/Physics/Collision/CastConvexVsTriangles.h>
#include <Jolt/Physics/Collision/CastSphereVsTriangles.h>
#include <Jolt/Physics/Collision/CollideConvexVsTriangles.h>
#include <Jolt/Physics/Collision/CollideSphereVsTriangles.h>
#include <Jolt/Physics/Collision/TransformedShape.h>
#include <Jolt/Physics/Collision/ActiveEdges.h>
#include <Jolt/Physics/Collision/CollisionDispatch.h>
#include <Jolt/Physics/Collision/SortReverseAndStore.h>
#include <Jolt/Core/Profiler.h>
#include <Jolt/Core/StringTools.h>
#include <Jolt/Core/StreamIn.h>
#include <Jolt/Core/StreamOut.h>
#include <Jolt/Geometry/AABox4.h>
#include <Jolt/Geometry/RayTriangle.h>
#include <Jolt/Geometry/RayAABox.h>
#include <Jolt/Geometry/OrientedBox.h>
#include <Jolt/ObjectStream/TypeDeclarations.h>
//#define JPH_DEBUG_HEIGHT_FIELD
JPH_NAMESPACE_BEGIN
#ifdef JPH_DEBUG_RENDERER
bool HeightFieldShape::sDrawTriangleOutlines = false;
#endif // JPH_DEBUG_RENDERER
using namespace HeightFieldShapeConstants;
JPH_IMPLEMENT_SERIALIZABLE_VIRTUAL(HeightFieldShapeSettings)
{
JPH_ADD_BASE_CLASS(HeightFieldShapeSettings, ShapeSettings)
JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mHeightSamples)
JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mOffset)
JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mScale)
JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mSampleCount)
JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mBlockSize)
JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mBitsPerSample)
JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mMaterialIndices)
JPH_ADD_ATTRIBUTE(HeightFieldShapeSettings, mMaterials)
}
const uint HeightFieldShape::sGridOffsets[] =
{
0, // level: 0, max x/y: 0, offset: 0
1, // level: 1, max x/y: 1, offset: 1
5, // level: 2, max x/y: 3, offset: 1 + 4
21, // level: 3, max x/y: 7, offset: 1 + 4 + 16
85, // level: 4, max x/y: 15, offset: 1 + 4 + 64
341, // level: 5, max x/y: 31, offset: 1 + 4 + 64 + 256
1365, // level: 6, max x/y: 63, offset: 1 + 4 + 64 + 256 + 1024
5461, // level: 7, max x/y: 127, offset: 1 + 4 + 64 + 256 + 1024 + 4096
21845, // level: 8, max x/y: 255, offset: 1 + 4 + 64 + 256 + 1024 + 4096 + ...
87381, // level: 9, max x/y: 511, offset: 1 + 4 + 64 + 256 + 1024 + 4096 + ...
349525, // level: 10, max x/y: 1023, offset: 1 + 4 + 64 + 256 + 1024 + 4096 + ...
1398101, // level: 11, max x/y: 2047, offset: 1 + 4 + 64 + 256 + 1024 + 4096 + ...
5592405, // level: 12, max x/y: 4095, offset: 1 + 4 + 64 + 256 + 1024 + 4096 + ...
22369621, // level: 13, max x/y: 8191, offset: 1 + 4 + 64 + 256 + 1024 + 4096 + ...
89478485, // level: 14, max x/y: 16383, offset: 1 + 4 + 64 + 256 + 1024 + 4096 + ...
};
HeightFieldShapeSettings::HeightFieldShapeSettings(const float *inSamples, Vec3Arg inOffset, Vec3Arg inScale, uint32 inSampleCount, const uint8 *inMaterialIndices, const PhysicsMaterialList &inMaterialList) :
mOffset(inOffset),
mScale(inScale),
mSampleCount(inSampleCount)
{
mHeightSamples.resize(inSampleCount * inSampleCount);
memcpy(&mHeightSamples[0], inSamples, inSampleCount * inSampleCount * sizeof(float));
if (!inMaterialList.empty() && inMaterialIndices != nullptr)
{
mMaterialIndices.resize(Square(inSampleCount - 1));
memcpy(&mMaterialIndices[0], inMaterialIndices, Square(inSampleCount - 1) * sizeof(uint8));
mMaterials = inMaterialList;
}
else
{
JPH_ASSERT(inMaterialList.empty());
JPH_ASSERT(inMaterialIndices == nullptr);
}
}
ShapeSettings::ShapeResult HeightFieldShapeSettings::Create() const
{
if (mCachedResult.IsEmpty())
Ref<Shape> shape = new HeightFieldShape(*this, mCachedResult);
return mCachedResult;
}
void HeightFieldShapeSettings::DetermineMinAndMaxSample(float &outMinValue, float &outMaxValue, float &outQuantizationScale) const
{
// Determine min and max value
outMinValue = FLT_MAX;
outMaxValue = -FLT_MAX;
for (float h : mHeightSamples)
if (h != cNoCollisionValue)
{
outMinValue = min(outMinValue, h);
outMaxValue = max(outMaxValue, h);
}
// Prevent dividing by zero by setting a minimal height difference
float height_diff = max(outMaxValue - outMinValue, 1.0e-6f);
// Calculate the scale factor to quantize to 16 bits
outQuantizationScale = float(cMaxHeightValue16) / height_diff;
}
uint32 HeightFieldShapeSettings::CalculateBitsPerSampleForError(float inMaxError) const
{
// Start with 1 bit per sample
uint32 bits_per_sample = 1;
// Determine total range
float min_value, max_value, scale;
DetermineMinAndMaxSample(min_value, max_value, scale);
if (min_value < max_value)
{
// Loop over all blocks
for (uint y = 0; y < mSampleCount; y += mBlockSize)
for (uint x = 0; x < mSampleCount; x += mBlockSize)
{
// Determine min and max block value + take 1 sample border just like we do while building the hierarchical grids
float block_min_value = FLT_MAX, block_max_value = -FLT_MAX;
for (uint bx = x; bx < min(x + mBlockSize + 1, mSampleCount); ++bx)
for (uint by = y; by < min(y + mBlockSize + 1, mSampleCount); ++by)
{
float h = mHeightSamples[by * mSampleCount + bx];
if (h != cNoCollisionValue)
{
block_min_value = min(block_min_value, h);
block_max_value = max(block_max_value, h);
}
}
if (block_min_value < block_max_value)
{
// Quantize then dequantize block min/max value
block_min_value = min_value + floor((block_min_value - min_value) * scale) / scale;
block_max_value = min_value + ceil((block_max_value - min_value) * scale) / scale;
float block_height = block_max_value - block_min_value;
// Loop over the block again
for (uint bx = x; bx < x + mBlockSize; ++bx)
for (uint by = y; by < y + mBlockSize; ++by)
{
// Get the height
float height = mHeightSamples[by * mSampleCount + bx];
if (height != cNoCollisionValue)
{
for (;;)
{
// Determine bitmask for sample
uint32 sample_mask = (1 << bits_per_sample) - 1;
// Quantize
float quantized_height = floor((height - block_min_value) * float(sample_mask) / block_height);
quantized_height = Clamp(quantized_height, 0.0f, float(sample_mask - 1));
// Dequantize and check error
float dequantized_height = block_min_value + (quantized_height + 0.5f) * block_height / float(sample_mask);
if (abs(dequantized_height - height) <= inMaxError)
break;
// Not accurate enough, increase bits per sample
bits_per_sample++;
// Don't go above 8 bits per sample
if (bits_per_sample == 8)
return bits_per_sample;
}
}
}
}
}
}
return bits_per_sample;
}
void HeightFieldShape::CalculateActiveEdges()
{
// Store active edges. The triangles are organized like this:
// + +
// | \ T1B | \ T2B
// e0 e2 | \
// | T1A \ | T2A \
// +--e1---+-------+
// | \ T3B | \ T4B
// | \ | \
// | T3A \ | T4A \
// +-------+-------+
// 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
uint count_min_1 = mSampleCount - 1;
uint count_min_1_sq = Square(count_min_1);
mActiveEdges.resize((count_min_1_sq * 3 + 7) / 8 + 1);
memset(&mActiveEdges[0], 0, mActiveEdges.size());
// Calculate triangle normals and make normals zero for triangles that are missing
Array<Vec3> normals;
normals.resize(2 * count_min_1_sq);
memset(&normals[0], 0, normals.size() * sizeof(Vec3));
for (uint y = 0; y < count_min_1; ++y)
for (uint x = 0; x < count_min_1; ++x)
if (!IsNoCollision(x, y) && !IsNoCollision(x + 1, y + 1))
{
Vec3 x1y1 = GetPosition(x, y);
Vec3 x2y2 = GetPosition(x + 1, y + 1);
uint offset = 2 * (count_min_1 * y + x);
if (!IsNoCollision(x, y + 1))
{
Vec3 x1y2 = GetPosition(x, y + 1);
normals[offset] = (x2y2 - x1y2).Cross(x1y1 - x1y2).Normalized();
}
if (!IsNoCollision(x + 1, y))
{
Vec3 x2y1 = GetPosition(x + 1, y);
normals[offset + 1] = (x1y1 - x2y1).Cross(x2y2 - x2y1).Normalized();
}
}
// Calculate active edges
for (uint y = 0; y < count_min_1; ++y)
for (uint x = 0; x < count_min_1; ++x)
{
// Calculate vertex positions.
// We don't check 'no colliding' since those normals will be zero and sIsEdgeActive will return true
Vec3 x1y1 = GetPosition(x, y);
Vec3 x1y2 = GetPosition(x, y + 1);
Vec3 x2y2 = GetPosition(x + 1, y + 1);
// Calculate the edge flags (3 bits)
uint offset = 2 * (count_min_1 * y + x);
bool edge0_active = x == 0 || ActiveEdges::IsEdgeActive(normals[offset], normals[offset - 1], x1y2 - x1y1);
bool edge1_active = y == count_min_1 - 1 || ActiveEdges::IsEdgeActive(normals[offset], normals[offset + 2 * count_min_1 + 1], x2y2 - x1y2);
bool edge2_active = ActiveEdges::IsEdgeActive(normals[offset], normals[offset + 1], x1y1 - x2y2);
uint16 edge_flags = (edge0_active? 0b001 : 0) | (edge1_active? 0b010 : 0) | (edge2_active? 0b100 : 0);
// Store the edge flags in the array
uint bit_pos = 3 * (y * count_min_1 + x);
uint byte_pos = bit_pos >> 3;
bit_pos &= 0b111;
edge_flags <<= bit_pos;
mActiveEdges[byte_pos] |= uint8(edge_flags);
mActiveEdges[byte_pos + 1] |= uint8(edge_flags >> 8);
}
}
void HeightFieldShape::StoreMaterialIndices(const Array<uint8> &inMaterialIndices)
{
uint count_min_1 = mSampleCount - 1;
mNumBitsPerMaterialIndex = 32 - CountLeadingZeros((uint32)mMaterials.size() - 1);
mMaterialIndices.resize(((Square(count_min_1) * mNumBitsPerMaterialIndex + 7) >> 3) + 1); // Add 1 byte so we don't read out of bounds when reading an uint16
for (uint y = 0; y < count_min_1; ++y)
for (uint x = 0; x < count_min_1; ++x)
{
// Read material
uint sample_pos = x + y * count_min_1;
uint16 material_index = uint16(inMaterialIndices[sample_pos]);
// Calculate byte and bit position where the material index needs to go
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);
}
HeightFieldShape::HeightFieldShape(const HeightFieldShapeSettings &inSettings, ShapeResult &outResult) :
Shape(EShapeType::HeightField, EShapeSubType::HeightField, inSettings, outResult),
mOffset(inSettings.mOffset),
mScale(inSettings.mScale),
mSampleCount(inSettings.mSampleCount),
mBlockSize(inSettings.mBlockSize),
mBitsPerSample(uint8(inSettings.mBitsPerSample)),
mMaterials(inSettings.mMaterials)
{
CacheValues();
// Check block size
if (mBlockSize < 2 || mBlockSize > 8)
{
outResult.SetError("HeightFieldShape: Block size must be in the range [2, 8]!");
return;
}
// Check sample count
if (mSampleCount % mBlockSize != 0)
{
outResult.SetError("HeightFieldShape: Sample count must be a multiple of block size!");
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 n = GetNumBlocks();
// Required to be power of two to allow creating a hierarchical grid
if (!IsPowerOf2(n))
{
outResult.SetError("HeightFieldShape: Sample count / block size must be power of 2!");
return;
}
// We want at least 1 grid layer
if (n < 2)
{
outResult.SetError("HeightFieldShape: Sample count too low!");
return;
}
// Check that we don't overflow our 32 bit 'properties'
if (n > (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;
}
// Quantize to uint16
Array<uint16> quantized_samples;
quantized_samples.reserve(mSampleCount * mSampleCount);
for (float h : inSettings.mHeightSamples)
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));
}
// 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(n);
// 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();
cur_range_vector->resize(n * n);
Range *range_dst = &cur_range_vector->front();
for (uint y = 0; y < n; ++y)
for (uint x = 0; x < n; ++x)
{
range_dst->mMin = 0xffff;
range_dst->mMax = 0;
uint max_bx = x == n - 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 == n - 1? mBlockSize : mBlockSize + 1;
for (uint by = 0; by < max_by; ++by)
for (uint bx = 0; bx < max_bx; ++bx)
{
uint16 h = quantized_samples[(y * mBlockSize + by) * mSampleCount + (x * mBlockSize + bx)];
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
while (n > 1)
{
// Get source buffer
const Range *range_src = &cur_range_vector->front();
// Previous array element
--cur_range_vector;
// Make space for this grid
n >>= 1;
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
mRangeBlocks.reserve(sGridOffsets[ranges.size()]);
for (uint level = 0; level < ranges.size(); ++level)
{
JPH_ASSERT(mRangeBlocks.size() == sGridOffsets[level]);
n = 1 << level;
for (uint y = 0; y < n; ++y)
for (uint x = 0; x < n; ++x)
{
// Convert from 2x2 Range structure to 1 RangeBlock structure
RangeBlock rb;
for (uint by = 0; by < 2; ++by)
for (uint bx = 0; bx < 2; ++bx)
{
uint src_pos = (y * 2 + by) * n * 2 + (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;
}
// Add this block
mRangeBlocks.push_back(rb);
}
}
JPH_ASSERT(mRangeBlocks.size() == sGridOffsets[ranges.size()]);
// Quantize height samples
mHeightSamples.resize((mSampleCount * mSampleCount * inSettings.mBitsPerSample + 7) / 8 + 1);
int sample = 0;
for (uint y = 0; y < mSampleCount; ++y)
for (uint x = 0; x < mSampleCount; ++x)
{
uint32 output_value;
float h = inSettings.mHeightSamples[y * mSampleCount + x];
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 * (mSampleCount / mBlockSize) + 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;
mHeightSamples[byte_pos] |= uint8(output_value);
mHeightSamples[byte_pos + 1] |= uint8(output_value >> 8);
sample += inSettings.mBitsPerSample;
}
// Calculate the active edges
CalculateActiveEdges();
// Compress material indices
if (mMaterials.size() > 1)
StoreMaterialIndices(inSettings.mMaterialIndices);
outResult.Set(this);
}
inline void HeightFieldShape::sGetRangeBlockOffsetAndStride(uint inNumBlocks, uint inMaxLevel, uint &outRangeBlockOffset, uint &outRangeBlockStride)
{
outRangeBlockOffset = sGridOffsets[inMaxLevel - 1];
outRangeBlockStride = inNumBlocks >> 1;
}
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
const RangeBlock &block = mRangeBlocks[inRangeBlockOffset + rby * inRangeBlockStride + rbx];
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 < mHeightSamples.size());
const uint8 *height_samples = mHeightSamples.data() + 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 (mHeightSamples.empty())
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 mHeightSamples.empty() || GetHeightSample(inX, inY) == mSampleMask;
}
bool HeightFieldShape::ProjectOntoSurface(Vec3Arg inLocalPosition, Vec3 &outSurfacePosition, SubShapeID &outSubShapeID) const
{
// Check if we have collision
if (mHeightSamples.empty())
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;
}
}
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;
}
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))
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
{
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 < mActiveEdges.size());
const uint8 *active_edges = mActiveEdges.data() + 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 - 1 || (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 (mHeightSamples.empty())
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 = UVec4::sOr(UVec4::sOr(Vec4::sLess(inBoundsMinX, inBoundsMaxX), Vec4::sLess(inBoundsMinY, inBoundsMaxY)), Vec4::sLess(inBoundsMinZ, inBoundsMaxZ));
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(sizeof(sGridOffsets) / sizeof(uint) == 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->mHeightSamples.empty())
return;
// 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);
// 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(1.0e30f);
Vec3 value_max = Vec3::sReplicate(-1.0e30f);
// 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 offset = sGridOffsets[level] + (1 << level) * y + x;
// Decode min/max height
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>
JPH_INLINE 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.mBackFaceMode),
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::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.GetEarlyOutFraction();
}
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);
// 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)
{
// 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.GetEarlyOutFraction();
}
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);
// 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)
{
// 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);
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);
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);
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(mRangeBlocks);
inStream.Write(mHeightSamples);
inStream.Write(mActiveEdges);
inStream.Write(mMaterialIndices);
inStream.Write(mNumBitsPerMaterialIndex);
}
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(mRangeBlocks);
inStream.Read(mHeightSamples);
inStream.Read(mActiveEdges);
inStream.Read(mMaterialIndices);
inStream.Read(mNumBitsPerMaterialIndex);
CacheValues();
}
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>)
+ mRangeBlocks.size() * sizeof(RangeBlock)
+ mHeightSamples.size() * sizeof(uint8)
+ mActiveEdges.size() * sizeof(uint8)
+ mMaterialIndices.size() * sizeof(uint8),
mHeightSamples.empty()? 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);
}
// Specialized collision functions
CollisionDispatch::sRegisterCollideShape(EShapeSubType::Sphere, EShapeSubType::HeightField, sCollideSphereVsHeightField);
CollisionDispatch::sRegisterCastShape(EShapeSubType::Sphere, EShapeSubType::HeightField, sCastSphereVsHeightField);
}
JPH_NAMESPACE_END