/*
* Copyright (c) 2009-2010 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.aionemu.gameserver.geoEngine.collision.bih;
import static java.lang.Math.*;
import java.util.ArrayList;
import com.aionemu.gameserver.geoEngine.collision.CollisionResult;
import com.aionemu.gameserver.geoEngine.collision.CollisionResults;
import com.aionemu.gameserver.geoEngine.math.FastMath;
import com.aionemu.gameserver.geoEngine.math.Matrix4f;
import com.aionemu.gameserver.geoEngine.math.Ray;
import com.aionemu.gameserver.geoEngine.math.Vector3f;
import com.aionemu.gameserver.geoEngine.utils.TempVars;
/**
* Bounding Interval Hierarchy. Based on: Instant Ray Tracing: The Bounding Interval Hierarchy By Carsten Wächter and
* Alexander Keller
*/
public final class BIHNode {
private int leftIndex, rightIndex;
private BIHNode left;
private BIHNode right;
private float leftPlane;
private float rightPlane;
private int axis;
public BIHNode(int l, int r) {
leftIndex = l;
rightIndex = r;
axis = 3; // indicates leaf
}
public BIHNode(int axis) {
this.axis = axis;
}
public BIHNode() {
}
public BIHNode getLeftChild() {
return left;
}
public void setLeftChild(BIHNode left) {
this.left = left;
}
public float getLeftPlane() {
return leftPlane;
}
public void setLeftPlane(float leftPlane) {
this.leftPlane = leftPlane;
}
public BIHNode getRightChild() {
return right;
}
public void setRightChild(BIHNode right) {
this.right = right;
}
public float getRightPlane() {
return rightPlane;
}
public void setRightPlane(float rightPlane) {
this.rightPlane = rightPlane;
}
public static final class BIHStackData {
private final BIHNode node;
private final float min, max;
BIHStackData(BIHNode node, float min, float max) {
this.node = node;
this.min = min;
this.max = max;
}
}
public final int intersectWhere(Ray r, Matrix4f worldMatrix, BIHTree tree, float sceneMin, float sceneMax, CollisionResults results) {
TempVars vars = TempVars.get();
ArrayList<BIHStackData> stack = vars.bihStack;
stack.clear();
Vector3f o = vars.vect1.set(r.getOrigin());
Vector3f d = vars.vect2.set(r.getDirection());
Matrix4f inv = worldMatrix.invert();
inv.mult(r.getOrigin(), r.getOrigin());
// Fixes rotation collision bug
inv.multNormal(r.getDirection(), r.getDirection());
// inv.multNormalAcross(r.getDirection(), r.getDirection());
float[] origins = { r.getOrigin().x, r.getOrigin().y, r.getOrigin().z };
float[] invDirections = { 1f / r.getDirection().x, 1f / r.getDirection().y, 1f / r.getDirection().z };
r.getDirection().normalizeLocal();
Vector3f v1 = vars.vect3, v2 = vars.vect4, v3 = vars.vect5;
int cols = 0;
stack.add(new BIHStackData(this, sceneMin, sceneMax));
stackloop:
while (stack.size() > 0) {
BIHStackData data = stack.remove(stack.size() - 1);
BIHNode node = data.node;
float tMin = data.min, tMax = data.max;
if (tMax < tMin)
continue;
while (node.axis != 3) { // while node is not a leaf
int a = node.axis;
// find the origin and direction value for the given axis
float origin = origins[a];
float invDirection = invDirections[a];
float tNearSplit, tFarSplit;
BIHNode nearNode, farNode;
tNearSplit = (node.leftPlane - origin) * invDirection;
tFarSplit = (node.rightPlane - origin) * invDirection;
nearNode = node.left;
farNode = node.right;
if (invDirection < 0) {
float tmpSplit = tNearSplit;
tNearSplit = tFarSplit;
tFarSplit = tmpSplit;
BIHNode tmpNode = nearNode;
nearNode = farNode;
farNode = tmpNode;
}
if (tMin > tNearSplit && tMax < tFarSplit) {
continue stackloop;
}
if (tMin > tNearSplit) {
tMin = max(tMin, tFarSplit);
node = farNode;
} else if (tMax < tFarSplit) {
tMax = min(tMax, tNearSplit);
node = nearNode;
} else {
stack.add(new BIHStackData(farNode, max(tMin, tFarSplit), tMax));
tMax = min(tMax, tNearSplit);
node = nearNode;
}
}
// a leaf
for (int i = node.leftIndex; i <= node.rightIndex; i++) {
tree.getTriangle(i, v1, v2, v3);
float t = r.intersects(v1, v2, v3);
if (!Float.isInfinite(t)) {
worldMatrix.mult(v1, v1);
worldMatrix.mult(v2, v2);
worldMatrix.mult(v3, v3);
float t_world = new Ray(o, d).intersects(v1, v2, v3);
t = t_world;
Vector3f tempVarsContactPoint = vars.vect6.set(d).multLocal(t).addLocal(o);
float worldSpaceDist = o.distance(tempVarsContactPoint);
// fix invisible walls
if (worldSpaceDist > r.limit)
continue;
if (results.shouldInvalidateSlopingSurface()) {
// taken from https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/geometry-of-a-triangle
Vector3f planeNormal = v2.subtractLocal(v1).crossLocal(v3.subtractLocal(v1)).normalizeLocal();
double elevationAngleRad = planeNormal.angleBetween(Vector3f.UNIT_Z);
if (elevationAngleRad > FastMath.HALF_PI) // convert angle >90-180° to 0-90° range
elevationAngleRad = Math.PI - elevationAngleRad;
if (elevationAngleRad > results.getSlopingSurfaceAngleRad())
tempVarsContactPoint.setZ(Float.NaN);
}
results.addCollision(new CollisionResult(new Vector3f(tempVarsContactPoint), worldSpaceDist));
cols++;
if (results.isOnlyFirst())
break stackloop;
}
}
}
vars.release();
r.setOrigin(o);
r.setDirection(d);
return cols;
}
}