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//
// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
//
// This software is provided 'as-is', without any express or implied
// warranty.  In no event will the authors be held liable for any damages
// arising from the use of this software.
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it
// freely, subject to the following restrictions:
// 1. The origin of this software must not be misrepresented; you must not
//    claim that you wrote the original software. If you use this software
//    in a product, an acknowledgment in the product documentation would be
//    appreciated but is not required.
// 2. Altered source versions must be plainly marked as such, and must not be
//    misrepresented as being the original software.
// 3. This notice may not be removed or altered from any source distribution.
//

#include "DetourCommon.h"
#include "DetourMath.h"

//////////////////////////////////////////////////////////////////////////////////////////

float dtSqrt(float x)
{
    return dtMathSqrtf(x);
}

void dtClosestPtPointTriangle(float* closest, const float* p,
                              const float* a, const float* b, const float* c)
{
    // Check if P in vertex region outside A
    float ab[3], ac[3], ap[3];
    dtVsub(ab, b, a);
    dtVsub(ac, c, a);
    dtVsub(ap, p, a);
    float d1 = dtVdot(ab, ap);
    float d2 = dtVdot(ac, ap);
    if (d1 <= 0.0f && d2 <= 0.0f)
    {
        // barycentric coordinates (1,0,0)
        dtVcopy(closest, a);
        return;
    }
    
    // Check if P in vertex region outside B
    float bp[3];
    dtVsub(bp, p, b);
    float d3 = dtVdot(ab, bp);
    float d4 = dtVdot(ac, bp);
    if (d3 >= 0.0f && d4 <= d3)
    {
        // barycentric coordinates (0,1,0)
        dtVcopy(closest, b);
        return;
    }
    
    // Check if P in edge region of AB, if so return projection of P onto AB
    float vc = d1*d4 - d3*d2;
    if (vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f)
    {
        // barycentric coordinates (1-v,v,0)
        float v = d1 / (d1 - d3);
        closest[0] = a[0] + v * ab[0];
        closest[1] = a[1] + v * ab[1];
        closest[2] = a[2] + v * ab[2];
        return;
    }
    
    // Check if P in vertex region outside C
    float cp[3];
    dtVsub(cp, p, c);
    float d5 = dtVdot(ab, cp);
    float d6 = dtVdot(ac, cp);
    if (d6 >= 0.0f && d5 <= d6)
    {
        // barycentric coordinates (0,0,1)
        dtVcopy(closest, c);
        return;
    }
    
    // Check if P in edge region of AC, if so return projection of P onto AC
    float vb = d5*d2 - d1*d6;
    if (vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f)
    {
        // barycentric coordinates (1-w,0,w)
        float w = d2 / (d2 - d6);
        closest[0] = a[0] + w * ac[0];
        closest[1] = a[1] + w * ac[1];
        closest[2] = a[2] + w * ac[2];
        return;
    }
    
    // Check if P in edge region of BC, if so return projection of P onto BC
    float va = d3*d6 - d5*d4;
    if (va <= 0.0f && (d4 - d3) >= 0.0f && (d5 - d6) >= 0.0f)
    {
        // barycentric coordinates (0,1-w,w)
        float w = (d4 - d3) / ((d4 - d3) + (d5 - d6));
        closest[0] = b[0] + w * (c[0] - b[0]);
        closest[1] = b[1] + w * (c[1] - b[1]);
        closest[2] = b[2] + w * (c[2] - b[2]);
        return;
    }
    
    // P inside face region. Compute Q through its barycentric coordinates (u,v,w)
    float denom = 1.0f / (va + vb + vc);
    float v = vb * denom;
    float w = vc * denom;
    closest[0] = a[0] + ab[0] * v + ac[0] * w;
    closest[1] = a[1] + ab[1] * v + ac[1] * w;
    closest[2] = a[2] + ab[2] * v + ac[2] * w;
}

bool dtIntersectSegmentPoly2D(const float* p0, const float* p1,
                              const float* verts, int nverts,
                              float& tmin, float& tmax,
                              int& segMin, int& segMax)
{
    static const float EPS = 0.00000001f;
    
    tmin = 0;
    tmax = 1;
    segMin = -1;
    segMax = -1;
    
    float dir[3];
    dtVsub(dir, p1, p0);
    
    for (int i = 0, j = nverts-1; i < nverts; j=i++)
    {
        float edge[3], diff[3];
        dtVsub(edge, &verts[i*3], &verts[j*3]);
        dtVsub(diff, p0, &verts[j*3]);
        const float n = dtVperp2D(edge, diff);
        const float d = dtVperp2D(dir, edge);
        if (fabsf(d) < EPS)
        {
            // S is nearly parallel to this edge
            if (n < 0)
                return false;
            else
                continue;
        }
        const float t = n / d;
        if (d < 0)
        {
            // segment S is entering across this edge
            if (t > tmin)
            {
                tmin = t;
                segMin = j;
                // S enters after leaving polygon
                if (tmin > tmax)
                    return false;
            }
        }
        else
        {
            // segment S is leaving across this edge
            if (t < tmax)
            {
                tmax = t;
                segMax = j;
                // S leaves before entering polygon
                if (tmax < tmin)
                    return false;
            }
        }
    }
    
    return true;
}

float dtDistancePtSegSqr2D(const float* pt, const float* p, const float* q, float& t)
{
    float pqx = q[0] - p[0];
    float pqz = q[2] - p[2];
    float dx = pt[0] - p[0];
    float dz = pt[2] - p[2];
    float d = pqx*pqx + pqz*pqz;
    t = pqx*dx + pqz*dz;
    if (d > 0) t /= d;
    if (t < 0) t = 0;
    else if (t > 1) t = 1;
    dx = p[0] + t*pqx - pt[0];
    dz = p[2] + t*pqz - pt[2];
    return dx*dx + dz*dz;
}

void dtCalcPolyCenter(float* tc, const unsigned short* idx, int nidx, const float* verts)
{
    tc[0] = 0.0f;
    tc[1] = 0.0f;
    tc[2] = 0.0f;
    for (int j = 0; j < nidx; ++j)
    {
        const float* v = &verts[idx[j]*3];
        tc[0] += v[0];
        tc[1] += v[1];
        tc[2] += v[2];
    }
    const float s = 1.0f / nidx;
    tc[0] *= s;
    tc[1] *= s;
    tc[2] *= s;
}

bool dtClosestHeightPointTriangle(const float* p, const float* a, const float* b, const float* c, float& h)
{
    float v0[3], v1[3], v2[3];
    dtVsub(v0, c,a);
    dtVsub(v1, b,a);
    dtVsub(v2, p,a);
    
    const float dot00 = dtVdot2D(v0, v0);
    const float dot01 = dtVdot2D(v0, v1);
    const float dot02 = dtVdot2D(v0, v2);
    const float dot11 = dtVdot2D(v1, v1);
    const float dot12 = dtVdot2D(v1, v2);
    
    // Compute barycentric coordinates
    const float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01);
    const float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
    const float v = (dot00 * dot12 - dot01 * dot02) * invDenom;

    // The (sloppy) epsilon is needed to allow to get height of points which
    // are interpolated along the edges of the triangles.
    static const float EPS = 1e-4f;
    
    // If point lies inside the triangle, return interpolated ycoord.
    if (u >= -EPS && v >= -EPS && (u+v) <= 1+EPS)
    {
        h = a[1] + v0[1]*u + v1[1]*v;
        return true;
    }
    
    return false;
}

/// @par
///
/// All points are projected onto the xz-plane, so the y-values are ignored.
bool dtPointInPolygon(const float* pt, const float* verts, const int nverts)
{
    // TODO: Replace pnpoly with triArea2D tests?
    int i, j;
    bool c = false;
    for (i = 0, j = nverts-1; i < nverts; j = i++)
    {
        const float* vi = &verts[i*3];
        const float* vj = &verts[j*3];
        if (((vi[2] > pt[2]) != (vj[2] > pt[2])) &&
            (pt[0] < (vj[0]-vi[0]) * (pt[2]-vi[2]) / (vj[2]-vi[2]) + vi[0]) )
            c = !c;
    }
    return c;
}

bool dtDistancePtPolyEdgesSqr(const float* pt, const float* verts, const int nverts,
                              float* ed, float* et)
{
    // TODO: Replace pnpoly with triArea2D tests?
    int i, j;
    bool c = false;
    for (i = 0, j = nverts-1; i < nverts; j = i++)
    {
        const float* vi = &verts[i*3];
        const float* vj = &verts[j*3];
        if (((vi[2] > pt[2]) != (vj[2] > pt[2])) &&
            (pt[0] < (vj[0]-vi[0]) * (pt[2]-vi[2]) / (vj[2]-vi[2]) + vi[0]) )
            c = !c;
        ed[j] = dtDistancePtSegSqr2D(pt, vj, vi, et[j]);
    }
    return c;
}

static void projectPoly(const float* axis, const float* poly, const int npoly,
                        float& rmin, float& rmax)
{
    rmin = rmax = dtVdot2D(axis, &poly[0]);
    for (int i = 1; i < npoly; ++i)
    {
        const float d = dtVdot2D(axis, &poly[i*3]);
        rmin = dtMin(rmin, d);
        rmax = dtMax(rmax, d);
    }
}

inline bool overlapRange(const float amin, const float amax,
                         const float bmin, const float bmax,
                         const float eps)
{
    return ((amin+eps) > bmax || (amax-eps) < bmin) ? false : true;
}

/// @par
///
/// All vertices are projected onto the xz-plane, so the y-values are ignored.
bool dtOverlapPolyPoly2D(const float* polya, const int npolya,
                         const float* polyb, const int npolyb)
{
    const float eps = 1e-4f;
    
    for (int i = 0, j = npolya-1; i < npolya; j=i++)
    {
        const float* va = &polya[j*3];
        const float* vb = &polya[i*3];
        const float n[3] = { vb[2]-va[2], 0, -(vb[0]-va[0]) };
        float amin,amax,bmin,bmax;
        projectPoly(n, polya, npolya, amin,amax);
        projectPoly(n, polyb, npolyb, bmin,bmax);
        if (!overlapRange(amin,amax, bmin,bmax, eps))
        {
            // Found separating axis
            return false;
        }
    }
    for (int i = 0, j = npolyb-1; i < npolyb; j=i++)
    {
        const float* va = &polyb[j*3];
        const float* vb = &polyb[i*3];
        const float n[3] = { vb[2]-va[2], 0, -(vb[0]-va[0]) };
        float amin,amax,bmin,bmax;
        projectPoly(n, polya, npolya, amin,amax);
        projectPoly(n, polyb, npolyb, bmin,bmax);
        if (!overlapRange(amin,amax, bmin,bmax, eps))
        {
            // Found separating axis
            return false;
        }
    }
    return true;
}

// Returns a random point in a convex polygon.
// Adapted from Graphics Gems article.
void dtRandomPointInConvexPoly(const float* pts, const int npts, float* areas,
                               const float s, const float t, float* out)
{
    // Calc triangle araes
    float areasum = 0.0f;
    for (int i = 2; i < npts; i++) {
        areas[i] = dtTriArea2D(&pts[0], &pts[(i-1)*3], &pts[i*3]);
        areasum += dtMax(0.001f, areas[i]);
    }
    // Find sub triangle weighted by area.
    const float thr = s*areasum;
    float acc = 0.0f;
    float u = 0.0f;
    int tri = 0;
    for (int i = 2; i < npts; i++) {
        const float dacc = areas[i];
        if (thr >= acc && thr < (acc+dacc))
        {
            u = (thr - acc) / dacc;
            tri = i;
            break;
        }
        acc += dacc;
    }
    
    float v = dtSqrt(t);
    
    const float a = 1 - v;
    const float b = (1 - u) * v;
    const float c = u * v;
    const float* pa = &pts[0];
    const float* pb = &pts[(tri-1)*3];
    const float* pc = &pts[tri*3];
    
    out[0] = a*pa[0] + b*pb[0] + c*pc[0];
    out[1] = a*pa[1] + b*pb[1] + c*pc[1];
    out[2] = a*pa[2] + b*pb[2] + c*pc[2];
}

inline float vperpXZ(const float* a, const float* b) { return a[0]*b[2] - a[2]*b[0]; }

bool dtIntersectSegSeg2D(const float* ap, const float* aq,
                         const float* bp, const float* bq,
                         float& s, float& t)
{
    float u[3], v[3], w[3];
    dtVsub(u,aq,ap);
    dtVsub(v,bq,bp);
    dtVsub(w,ap,bp);
    float d = vperpXZ(u,v);
    if (fabsf(d) < 1e-6f) return false;
    s = vperpXZ(v,w) / d;
    t = vperpXZ(u,w) / d;
    return true;
}

Commits for Divide-Framework/trunk/Source Code/Libs/src/ReCast/Detour/Source/DetourCommon.cpp

Diff revisions: vs.
Revision Author Commited Message
337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

[Ionut]
- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

315 Diff Diff IonutCava picture IonutCava Mon 25 Aug, 2014 15:23:33 +0000

[Ionut]
- Update ReCast to the latest version available on GitHub
- Improved nav mesh target point selection
- Added basic “go to enemy flag” logic for the WarScene teams

152 Diff Diff k1ngp1n picture k1ngp1n Thu 20 Jun, 2013 14:23:31 +0000

[Ionut] [[BR]]
- New rendering pipeline (experimental and unstable): [[BR]]
— OpenGL 3.x clean context (glLight commands are still used for now, but UBO support is there, but not used yet) [[BR]]
— Custom matrix stacks and UBO based shader data (UBOs cause some link errors on some nVidia cards)[[BR]]
— Multi-threaded texture loading and shader compilation (mt shader compilation disabled for now. needs more tests) [[BR]]
— VAO rendering is self contained (no more enable/disable calls before a draw request) [[BR]]
— Render instance class used for rendering information [[BR]]
[[BR]]
- New unique ID generation base class: GUIDWrapper. Each class that derives from this, gets an application wide unique id on construction [[BR]]
- Added base code for an in-game editor using CEGUI [[BR]]
- Replaced some mutex locks with lockless data structures or atomic data [[BR]]
- CEGUI 0.8.2, FTGL-GL3 and GLIM 0.4 modified to support GLEW_MX if defined [[BR]]
- Dropped VS2008 support [[BR]]
- Networking library, server framework and ReCast files are now projects inside the Divide Framework solution [[BR]]
- New console command “setFov” that modifies the horizontal FoV value in realtime [[BR]]
- New console command “recompileShader” that reparses shader files, recompiles shaders and relinks shader programs who’s names match or contain the argument string [[BR]]
- New debug utility: axis angle drawn in corner of the screen if needed [[BR]]
- More ‘const’-s pasted around the code, more loop performance tweaks (allocations before a loop, tighter loops, etc), more utility member functions added to various classes [[BR]]

151 k1ngp1n picture k1ngp1n Tue 07 May, 2013 00:00:52 +0000

[Ionut] [[BR]]
- Better ReCast integration [[BR]]
— Any entity can be used as an obstacle in the NavMesh if that’s specified in each scene’s assets.xml file for said entity [[BR]]
— New console command, “createNavMesh”, that passes geometry data to ReCast [[BR]]
-— NavMesh generation is not yet complete [[BR]]
- Better PhysX integration [[BR]]
— Each scene passes data to and gets data from the Physics API better and safer[[BR]]
- Multi-threaded support extended: [[BR]]
— Event class replaced with Task [[BR]]
— Kernel uses a threadpool for scene tasks [[BR]]
— Each task can be added to a different threadpool if needed [[BR]]
— Most critical sections use the new boost::atomic wrapper for thread safety [[BR]]
- Rendering system updated [[BR]]
— VBO’s keep track of the geometry type internally [[BR]]
— Rendering by specific element list is internal to the VBO [[BR]]
— VBO’s can draw a “lite” version that doesn’t send Tangent, BiTangent and TexCoord data for depth rendering (disabled) [[BR]]
- Reflectors now offer a preview of the generated reflective texture if needed [[BR]]
- Buttons are now added and rendered by CEGUI [[BR]]
[[BR]]
Deprecation: [[BR]]
- Removed fixed pipeline material system [[BR]]
- Removed BoundingBox late update system [[BR]]
- Shadow references in the material system are now depth references [[BR]]
[[BR]]
Bug fixes: [[BR]]
- Problematic FBO double bind check removed [[BR]]
- Faster terrain rendering via chunk size selection through each scene’s terrain.xml[[BR]]
- Rendering is paused when the window is minimized [[BR]]
- CEGUI and impostors now render properly in deferred rendering mode [[BR]]
- Fixed various level 4 (VS2008) warnings [[BR]]
- Better state management and cleaning [[BR]]
- Better SceneGraph node management and trasformation/AABB update calls [[BR]]
- AITenisScene has proper collisions now [[BR]]