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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "stdafx.h"
#include "simplify.h"
extern IPhysicsCollision *physcollision;
extern bool g_bQuiet;
const float DIST_EPSILON = 1.0f / 32.0f;
// this is the list of candidate planes that will be added one by one to the convex hull
// until none of the surface lies outside the tolerance
struct planetest_t
{
Vector normal;
float dist;
int inUse;
float bestDist;
void Init( int axis, float sign, float _dist, bool _inUse = false )
{
memset( this, 0, sizeof(*this) );
normal[axis] = sign;
dist = sign*_dist;
inUse = _inUse;
bestDist = -1;
}
void Init( const Vector &a, const Vector &b, const Vector &c, bool _inUse = false )
{
Vector e0 = b-a;
Vector e1 = c-a;
normal = CrossProduct( e1, e0 );
VectorNormalize( normal );
dist = DotProduct( normal, a );
inUse = _inUse;
bestDist = -1;
}
};
CPhysConvex *ConvertPlaneListToConvex( CUtlVector<planetest_t> &list )
{
float temp[4 * 2048];
struct listplane_t
{
float plane[4];
};
int planeCount = 0;
listplane_t *pList = (listplane_t *)temp;
for ( int i = 0; i < list.Count(); i++ )
{
if ( list[i].inUse )
{
list[i].normal.CopyToArray( pList[planeCount].plane );
pList[planeCount].plane[3] = list[i].dist;
planeCount++;
}
}
return physcollision->ConvexFromPlanes( temp, planeCount, 0.25f );
}
Vector BoxSupport( const Vector &dir, const Vector &mins, const Vector &maxs )
{
Vector out;
for ( int i = 0; i < 3; i++ )
{
out[i] = (dir[i] >= 0) ? maxs[i] : mins[i];
}
return out;
}
struct convexoptimize_t
{
CUtlVector<planetest_t> list;
float targetTolerance;
void InitPlanes( CPhysCollide *pCollide, bool addAABBToSimplifiedHull )
{
Vector mins, maxs;
physcollision->CollideGetAABB( &mins, &maxs, pCollide, vec3_origin, vec3_angle );
if ( !addAABBToSimplifiedHull )
{
mins -= Vector(targetTolerance,targetTolerance,targetTolerance);
maxs += Vector(targetTolerance,targetTolerance,targetTolerance);
}
int i;
for ( i = 0; i < 3; i++ )
{
planetest_t &elem = list[list.AddToTail()];
elem.Init( i, 1.0f, maxs[i], true );
planetest_t &elem2 = list[list.AddToTail()];
elem2.Init( i, -1.0f, mins[i], true );
}
ICollisionQuery *pQuery = physcollision->CreateQueryModel( pCollide );
Vector triVerts[3];
for ( i = 0; i < pQuery->TriangleCount(0); i++ )
{
pQuery->GetTriangleVerts( 0, i, triVerts );
planetest_t &elem = list[list.AddToTail()];
elem.Init( triVerts[0], triVerts[1], triVerts[2], false );
elem.bestDist = DotProduct( elem.normal, BoxSupport(elem.normal, mins, maxs) ) - elem.dist;
}
physcollision->DestroyQueryModel( pQuery );
}
CPhysConvex *ConvertToConvex()
{
return ::ConvertPlaneListToConvex( list );
}
int FindBestPlane( float dist )
{
int best = -1;
for ( int i = 6; i < list.Count(); i++ )
{
if ( list[i].inUse )
continue;
if ( dist >= list[i].bestDist )
continue;
dist = list[i].bestDist;
best = i;
}
return best;
}
bool AddBestPlane()
{
convertconvexparams_t params;
params.Defaults();
CPhysConvex *pConvex = ConvertPlaneListToConvex( list );
CPhysCollide *pCurrentCollide = physcollision->ConvertConvexToCollideParams( &pConvex, 1, params );
int bestIndex = -1;
float bestDist = 0;
while ( true )
{
if ( bestIndex >= 0 )
{
list[bestIndex].inUse = true;
}
int test = FindBestPlane( bestDist );
if ( test < 0 )
break;
if ( bestIndex >= 0 )
{
list[bestIndex].inUse = false;
}
Vector dir = list[test].normal;
Vector point = physcollision->CollideGetExtent( pCurrentCollide, vec3_origin, vec3_angle, dir );
float before = DotProduct( dir, point );
list[test].inUse = true;
pConvex = ConvertToConvex();
list[test].inUse = false;
CPhysCollide *pCollide = physcollision->ConvertConvexToCollideParams( &pConvex, 1, params );
Vector p2 = physcollision->CollideGetExtent( pCollide, vec3_origin, vec3_angle, dir );
physcollision->DestroyCollide( pCollide );
float after = DotProduct( dir, p2 );
list[test].bestDist = fabs(before-after);
if ( list[test].bestDist > bestDist )
{
bestDist = list[test].bestDist;
bestIndex = test;
}
}
physcollision->DestroyCollide( pCurrentCollide );
if ( bestIndex >= 0 && bestDist >= targetTolerance )
{
list[bestIndex].inUse = true;
return true;
}
return false;
}
};
CPhysConvex *SimplifyConvexFromVerts( Vector **verts, int vertCount, bool addAABBToSimplifiedHull, float tolerance, int index )
{
CPhysConvex *pConvex = physcollision->ConvexFromVerts( verts, vertCount );
float targetVolume = physcollision->ConvexVolume( pConvex );
// can't simplify this polyhedron
if ( vertCount <= 8 )
return pConvex;
convexoptimize_t opt;
memset( &opt, 0, sizeof(opt));
opt.targetTolerance = tolerance;
convertconvexparams_t params;
params.Defaults();
CPhysCollide *pRef = physcollision->ConvertConvexToCollideParams( &pConvex, 1, params );
opt.InitPlanes( pRef, addAABBToSimplifiedHull );
physcollision->DestroyCollide( pRef );
// Simplify until you hit the tolerance
int i;
for ( i = 0; i < vertCount; i++ )
{
if ( !opt.AddBestPlane() )
break;
}
// Create the output shape
pConvex = opt.ConvertToConvex();
float currentVolume = physcollision->ConvexVolume( pConvex );
//Msg("%d iterations, for convex %d\n", i, index );
return pConvex;
}
inline int AddVert( Vector **ppVerts, int vertCount, const Vector &newVert )
{
for ( int i = 0; i < vertCount; i++ )
{
if ( fabs(ppVerts[i]->x - newVert.x) < DIST_EPSILON &&
fabs(ppVerts[i]->y - newVert.y) < DIST_EPSILON &&
fabs(ppVerts[i]->z - newVert.z) < DIST_EPSILON )
return vertCount;
}
*ppVerts[vertCount] = newVert;
return vertCount+1;
}
void BuildSingleConvex( CPhysConvex **convexListOut, ICollisionQuery *pQuery, Vector **ppVerts, const simplifyparams_t ¶ms )
{
int vertCount = 0;
for ( int i = 0; i < pQuery->ConvexCount(); i++ )
{
Vector v[3];
for ( int j = 0; j < pQuery->TriangleCount(i); j++ )
{
pQuery->GetTriangleVerts( i, j, v );
vertCount = AddVert( ppVerts, vertCount, v[0] );
vertCount = AddVert( ppVerts, vertCount, v[1] );
vertCount = AddVert( ppVerts, vertCount, v[2] );
}
}
convexListOut[0] = SimplifyConvexFromVerts( ppVerts, vertCount, params.addAABBToSimplifiedHull, params.tolerance, 0 );
physcollision->SetConvexGameData( convexListOut[0], pQuery->GetGameData( 0 ) );
}
void SimplifyConvexElements( CPhysConvex **convexListOut, ICollisionQuery *pQuery, Vector **ppVerts, const simplifyparams_t ¶ms )
{
for ( int i = 0; i < pQuery->ConvexCount(); i++ )
{
int vertCount = 0;
Vector v[3];
for ( int j = 0; j < pQuery->TriangleCount(i); j++ )
{
pQuery->GetTriangleVerts( i, j, v );
vertCount = AddVert( ppVerts, vertCount, v[0] );
vertCount = AddVert( ppVerts, vertCount, v[1] );
vertCount = AddVert( ppVerts, vertCount, v[2] );
}
convexListOut[i] = SimplifyConvexFromVerts( ppVerts, vertCount, params.addAABBToSimplifiedHull, params.tolerance, i );
physcollision->SetConvexGameData( convexListOut[i], pQuery->GetGameData( i ) );
}
}
struct mergeconvex_t
{
byte mergeCount;
byte list[255];
};
void MergeElems( CUtlVector<mergeconvex_t> &elems, int index0, int index1 )
{
Assert( index0 < index1 );
for (int i = 0; i < elems[index1].mergeCount; i++)
{
elems[index0].list[i+elems[index0].mergeCount] = elems[index1].list[i];
}
elems[index0].mergeCount += elems[index1].mergeCount;
elems.FastRemove(index1);
}
int VertsForElem( ICollisionQuery *pQuery, Vector **ppVerts, const mergeconvex_t &elems0, int vertCount )
{
for ( int i = 0; i < elems0.mergeCount; i++ )
{
int convexId = elems0.list[i];
Vector v[3];
for ( int j = 0; j < pQuery->TriangleCount(convexId); j++ )
{
pQuery->GetTriangleVerts( convexId, j, v );
vertCount = AddVert( ppVerts, vertCount, v[0] );
vertCount = AddVert( ppVerts, vertCount, v[1] );
vertCount = AddVert( ppVerts, vertCount, v[2] );
}
}
return vertCount;
}
void PlanesForElem( ICollisionQuery *pQuery, CUtlVector<float> &planes, const mergeconvex_t &elem0 )
{
for ( int i = 0; i < elem0.mergeCount; i++ )
{
int convexId = elem0.list[i];
Vector v[3];
for ( int j = 0; j < pQuery->TriangleCount(convexId); j++ )
{
pQuery->GetTriangleVerts( convexId, j, v );
Vector e0 = v[1]-v[0];
Vector e1 = v[2]-v[0];
Vector normal = CrossProduct( e1, e0 );
VectorNormalize( normal );
float dist = DotProduct( normal, v[0] );
planes.AddToTail( normal.x );
planes.AddToTail( normal.y );
planes.AddToTail( normal.z );
planes.AddToTail( dist );
}
}
}
float ConvexVolumeFromPlanes( CUtlVector<float> &planes )
{
CPhysConvex *pConvex = planes.Count() ? physcollision->ConvexFromPlanes( planes.Base(), planes.Count()/4, DIST_EPSILON ) : NULL;
float volume = 0;
if ( pConvex )
{
volume = physcollision->ConvexVolume(pConvex);
physcollision->ConvexFree(pConvex);
}
return volume;
}
float MergedDeltaVolume( ICollisionQuery *pQuery, Vector **ppVerts, const mergeconvex_t &elem0, const mergeconvex_t &elem1 )
{
// build vert list
int vertCount = VertsForElem( pQuery, ppVerts, elem0, 0 );
// merge in next element
vertCount = VertsForElem( pQuery, ppVerts, elem1, vertCount);
CPhysConvex *pConvex = physcollision->ConvexFromVerts( ppVerts, vertCount );
float finalVolume = physcollision->ConvexVolume(pConvex);
physcollision->ConvexFree(pConvex);
CUtlVector<float> planes;
PlanesForElem( pQuery, planes, elem0 );
float vol0 = ConvexVolumeFromPlanes( planes );
planes.RemoveAll();
PlanesForElem( pQuery, planes, elem1 );
float vol1 = ConvexVolumeFromPlanes( planes );
PlanesForElem( pQuery, planes, elem0 );
float volInt = ConvexVolumeFromPlanes( planes );
return finalVolume - (vol0+vol1-volInt);
}
int MergeAndSimplifyConvexElements( CPhysConvex **convexListOut, const CPhysCollide *pCollideIn, ICollisionQuery *pQuery, Vector **ppVerts, const simplifyparams_t ¶ms )
{
Assert( pQuery->ConvexCount() < 256 );
if ( pQuery->ConvexCount() > 256 )
{
SimplifyConvexElements(convexListOut, pQuery, ppVerts, params);
return pQuery->ConvexCount();
}
CUtlVector<mergeconvex_t> elems;
int i;
elems.EnsureCount(pQuery->ConvexCount());
float totalVolume = physcollision->CollideVolume( (CPhysCollide *)pCollideIn );
for ( i = 0; i < pQuery->ConvexCount(); i++ )
{
elems[i].mergeCount = 1;
elems[i].list[0] = i;
}
loop:
for ( i = 0; i < elems.Count(); i++ )
{
for ( int j = i+1; j < elems.Count(); j++ )
{
float volume = fabs(MergedDeltaVolume( pQuery, ppVerts, elems[i], elems[j] ));
volume /= totalVolume;
if ( volume < params.mergeConvexTolerance )
{
MergeElems( elems, i, j );
goto loop;
}
}
}
for ( i = 0; i < elems.Count(); i++ )
{
int vertCount = VertsForElem( pQuery, ppVerts, elems[i], 0 );
convexListOut[i] = SimplifyConvexFromVerts( ppVerts, vertCount, params.addAABBToSimplifiedHull, params.tolerance, i );
physcollision->SetConvexGameData( convexListOut[i], pQuery->GetGameData( elems[i].list[0] ) );
}
return elems.Count();
}
CPhysCollide *SimplifyCollide( CPhysCollide *pCollideIn, int indexIn, const simplifyparams_t ¶ms )
{
int sizeIn = physcollision->CollideSize( pCollideIn );
ICollisionQuery *pQuery = physcollision->CreateQueryModel( pCollideIn );
int maxVertCount = 0;
int i;
for ( i = pQuery->ConvexCount(); --i >= 0; )
{
int vertCount = pQuery->TriangleCount(i)*3;
maxVertCount += vertCount;
}
Vector **ppVerts = new Vector *[maxVertCount];
Vector *verts = new Vector[maxVertCount];
for ( i = 0; i < maxVertCount; i++ )
{
ppVerts[i] = &verts[i];
}
int outputConvexCount = params.forceSingleConvex ? 1 : pQuery->ConvexCount();
CPhysConvex **convexList = new CPhysConvex *[outputConvexCount];
if ( params.forceSingleConvex )
{
BuildSingleConvex( convexList, pQuery, ppVerts, params );
}
else if ( params.mergeConvexElements && pQuery->ConvexCount() > 1 )
{
outputConvexCount = MergeAndSimplifyConvexElements( convexList, pCollideIn, pQuery, ppVerts, params );
if ( !g_bQuiet && pQuery->ConvexCount() != outputConvexCount)
{
Msg("Simplified %d to %d elements\n", pQuery->ConvexCount(), outputConvexCount );
}
}
else
{
SimplifyConvexElements( convexList, pQuery, ppVerts, params );
}
convertconvexparams_t params;
params.Defaults();
params.buildOuterConvexHull = true;
params.buildDragAxisAreas = false;
CPhysCollide *pCollideOut = physcollision->ConvertConvexToCollideParams( convexList, outputConvexCount, params );
// copy the drag axis areas from the source
Vector dragAxisAreas = physcollision->CollideGetOrthographicAreas( pCollideIn );
physcollision->CollideSetOrthographicAreas( pCollideOut, dragAxisAreas );
physcollision->DestroyQueryModel( pQuery );
delete[] convexList;
delete[] verts;
delete[] ppVerts;
if ( physcollision->CollideSize(pCollideOut) >= sizeIn )
{
// make a copy of the input collide
physcollision->DestroyCollide(pCollideOut);
char *pBuf = new char[sizeIn];
physcollision->CollideWrite( pBuf, pCollideIn );
pCollideOut = physcollision->UnserializeCollide( pBuf, sizeIn, indexIn );
delete[] pBuf;
}
return pCollideOut;
}
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