Files
simgear/simgear/bvh/BVHLineSegmentVisitor.cxx
T
Mathias Froehlich cf1bdcef46 bvh: Add an abstract pager implementation.
Implement a paging implementation for bounding
volume hierarchy nodes. We will need this for
hla clients that need ground queries.
2012-08-24 21:25:17 +02:00

167 lines
4.8 KiB
C++

// Copyright (C) 2008 - 2009 Mathias Froehlich - Mathias.Froehlich@web.de
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Library General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library 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. See the GNU
// Library General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
#ifdef HAVE_CONFIG_H
# include <simgear_config.h>
#endif
#include "BVHLineSegmentVisitor.hxx"
#include <simgear/math/SGGeometry.hxx>
#include "BVHVisitor.hxx"
#include "BVHNode.hxx"
#include "BVHGroup.hxx"
#include "BVHPageNode.hxx"
#include "BVHTransform.hxx"
#include "BVHMotionTransform.hxx"
#include "BVHLineGeometry.hxx"
#include "BVHStaticGeometry.hxx"
#include "BVHStaticData.hxx"
#include "BVHStaticNode.hxx"
#include "BVHStaticTriangle.hxx"
#include "BVHStaticBinary.hxx"
namespace simgear {
void
BVHLineSegmentVisitor::apply(BVHGroup& group)
{
if (!intersects(_lineSegment, group.getBoundingSphere()))
return;
group.traverse(*this);
}
void
BVHLineSegmentVisitor::apply(BVHPageNode& pageNode)
{
if (!intersects(_lineSegment, pageNode.getBoundingSphere()))
return;
pageNode.traverse(*this);
}
void
BVHLineSegmentVisitor::apply(BVHTransform& transform)
{
if (!intersects(_lineSegment, transform.getBoundingSphere()))
return;
bool haveHit = _haveHit;
_haveHit = false;
// Push the line segment
SGLineSegmentd lineSegment = getLineSegment();
_lineSegment = transform.lineSegmentToLocal(lineSegment);
transform.traverse(*this);
if (_haveHit) {
_linearVelocity = transform.vecToWorld(_linearVelocity);
_angularVelocity = transform.vecToWorld(_angularVelocity);
SGVec3d point(transform.ptToWorld(_lineSegment.getEnd()));
_lineSegment.set(lineSegment.getStart(), point);
_normal = transform.vecToWorld(_normal);
} else {
_lineSegment = lineSegment;
_haveHit = haveHit;
}
}
void
BVHLineSegmentVisitor::apply(BVHMotionTransform& transform)
{
if (!intersects(_lineSegment, transform.getBoundingSphere()))
return;
bool haveHit = _haveHit;
_haveHit = false;
// Push the line segment
SGLineSegmentd lineSegment = getLineSegment();
SGMatrixd toLocal = transform.getToLocalTransform(_time);
_lineSegment = lineSegment.transform(toLocal);
transform.traverse(*this);
if (_haveHit) {
SGMatrixd toWorld = transform.getToWorldTransform(_time);
SGVec3d localStart = _lineSegment.getStart();
_linearVelocity += transform.getLinearVelocityAt(localStart);
_angularVelocity += transform.getAngularVelocity();
_linearVelocity = toWorld.xformVec(_linearVelocity);
_angularVelocity = toWorld.xformVec(_angularVelocity);
SGVec3d localEnd = _lineSegment.getEnd();
_lineSegment.set(lineSegment.getStart(), toWorld.xformPt(localEnd));
_normal = toWorld.xformVec(_normal);
if (!_id)
_id = transform.getId();
} else {
_lineSegment = lineSegment;
_haveHit = haveHit;
}
}
void
BVHLineSegmentVisitor::apply(BVHLineGeometry&)
{
}
void
BVHLineSegmentVisitor::apply(BVHStaticGeometry& node)
{
if (!intersects(_lineSegment, node.getBoundingSphere()))
return;
node.traverse(*this);
}
void
BVHLineSegmentVisitor::apply(const BVHStaticBinary& node,
const BVHStaticData& data)
{
if (!intersects(SGLineSegmentf(_lineSegment), node.getBoundingBox()))
return;
// The first box to enter is the one the startpoint is in.
// this increases the probability, that on exit of that box we do not
// even need to walk the other one, since the line segment is
// then already short enough to not intersect the other one anymore.
node.traverse(*this, data, _lineSegment.getStart());
}
void
BVHLineSegmentVisitor::apply(const BVHStaticTriangle& triangle,
const BVHStaticData& data)
{
SGTrianglef tri = triangle.getTriangle(data);
SGVec3f point;
if (!intersects(point, tri, SGLineSegmentf(_lineSegment), 1e-4f))
return;
setLineSegmentEnd(SGVec3d(point));
_normal = SGVec3d(tri.getNormal());
_linearVelocity = SGVec3d::zeros();
_angularVelocity = SGVec3d::zeros();
_material = data.getMaterial(triangle.getMaterialIndex());
_id = 0;
_haveHit = true;
}
}