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Example 6 with TempVars

use of com.jme3.util.TempVars in project jmonkeyengine by jMonkeyEngine.

the class BoundingVolume method collideWith.

public int collideWith(Collidable other) {
    TempVars tempVars = TempVars.get();
    try {
        CollisionResults tempResults = tempVars.collisionResults;
        tempResults.clear();
        return collideWith(other, tempResults);
    } finally {
        tempVars.release();
    }
}
Also used : CollisionResults(com.jme3.collision.CollisionResults) TempVars(com.jme3.util.TempVars)

Example 7 with TempVars

use of com.jme3.util.TempVars in project jmonkeyengine by jMonkeyEngine.

the class Intersection method intersect.

//    private boolean axisTest(float a, float b, float fa, float fb, Vector3f v0, Vector3f v1, )
//    private boolean axisTestX01(float a, float b, float fa, float fb,
//                             Vector3f center, Vector3f ext,
//                             Vector3f v1, Vector3f v2, Vector3f v3){
//	float p0 = a * v0.y - b * v0.z;
//	float p2 = a * v2.y - b * v2.z;
//        if(p0 < p2){
//            min = p0;
//            max = p2;
//        } else {
//            min = p2;
//            max = p0;
//        }
//	float rad = fa * boxhalfsize.y + fb * boxhalfsize.z;
//	if(min > rad || max < -rad)
//            return false;
//    }
public static boolean intersect(BoundingBox bbox, Vector3f v1, Vector3f v2, Vector3f v3) {
    //  use separating axis theorem to test overlap between triangle and box
    //  need to test for overlap in these directions:
    //  1) the {x,y,z}-directions (actually, since we use the AABB of the triangle
    //     we do not even need to test these)
    //  2) normal of the triangle
    //  3) crossproduct(edge from tri, {x,y,z}-directin)
    //       this gives 3x3=9 more tests
    TempVars vars = TempVars.get();
    Vector3f tmp0 = vars.vect1, tmp1 = vars.vect2, tmp2 = vars.vect3;
    Vector3f e0 = vars.vect4, e1 = vars.vect5, e2 = vars.vect6;
    Vector3f center = bbox.getCenter();
    Vector3f extent = bbox.getExtent(null);
    //   float min,max,p0,p1,p2,rad,fex,fey,fez;
    //   float normal[3]
    // This is the fastest branch on Sun
    // move everything so that the boxcenter is in (0,0,0)
    v1.subtract(center, tmp0);
    v2.subtract(center, tmp1);
    v3.subtract(center, tmp2);
    // compute triangle edges
    // tri edge 0
    tmp1.subtract(tmp0, e0);
    // tri edge 1
    tmp2.subtract(tmp1, e1);
    // tri edge 2
    tmp0.subtract(tmp2, e2);
    // Bullet 3:
    //  test the 9 tests first (this was faster)
    float min, max;
    float p0, p1, p2, rad;
    float fex = FastMath.abs(e0.x);
    float fey = FastMath.abs(e0.y);
    float fez = FastMath.abs(e0.z);
    //AXISTEST_X01(e0[Z], e0[Y], fez, fey);
    p0 = e0.z * tmp0.y - e0.y * tmp0.z;
    p2 = e0.z * tmp2.y - e0.y * tmp2.z;
    min = min(p0, p2);
    max = max(p0, p2);
    rad = fez * extent.y + fey * extent.z;
    if (min > rad || max < -rad) {
        vars.release();
        return false;
    }
    //   AXISTEST_Y02(e0[Z], e0[X], fez, fex);
    p0 = -e0.z * tmp0.x + e0.x * tmp0.z;
    p2 = -e0.z * tmp2.x + e0.x * tmp2.z;
    min = min(p0, p2);
    max = max(p0, p2);
    rad = fez * extent.x + fex * extent.z;
    if (min > rad || max < -rad) {
        vars.release();
        return false;
    }
    // AXISTEST_Z12(e0[Y], e0[X], fey, fex);
    p1 = e0.y * tmp1.x - e0.x * tmp1.y;
    p2 = e0.y * tmp2.x - e0.x * tmp2.y;
    min = min(p1, p2);
    max = max(p1, p2);
    rad = fey * extent.x + fex * extent.y;
    if (min > rad || max < -rad) {
        vars.release();
        return false;
    }
    fex = FastMath.abs(e1.x);
    fey = FastMath.abs(e1.y);
    fez = FastMath.abs(e1.z);
    //        AXISTEST_X01(e1[Z], e1[Y], fez, fey);
    p0 = e1.z * tmp0.y - e1.y * tmp0.z;
    p2 = e1.z * tmp2.y - e1.y * tmp2.z;
    min = min(p0, p2);
    max = max(p0, p2);
    rad = fez * extent.y + fey * extent.z;
    if (min > rad || max < -rad) {
        vars.release();
        return false;
    }
    //   AXISTEST_Y02(e1[Z], e1[X], fez, fex);
    p0 = -e1.z * tmp0.x + e1.x * tmp0.z;
    p2 = -e1.z * tmp2.x + e1.x * tmp2.z;
    min = min(p0, p2);
    max = max(p0, p2);
    rad = fez * extent.x + fex * extent.z;
    if (min > rad || max < -rad) {
        vars.release();
        return false;
    }
    // AXISTEST_Z0(e1[Y], e1[X], fey, fex);
    p0 = e1.y * tmp0.x - e1.x * tmp0.y;
    p1 = e1.y * tmp1.x - e1.x * tmp1.y;
    min = min(p0, p1);
    max = max(p0, p1);
    rad = fey * extent.x + fex * extent.y;
    if (min > rad || max < -rad) {
        vars.release();
        return false;
    }
    //
    fex = FastMath.abs(e2.x);
    fey = FastMath.abs(e2.y);
    fez = FastMath.abs(e2.z);
    // AXISTEST_X2(e2[Z], e2[Y], fez, fey);
    p0 = e2.z * tmp0.y - e2.y * tmp0.z;
    p1 = e2.z * tmp1.y - e2.y * tmp1.z;
    min = min(p0, p1);
    max = max(p0, p1);
    rad = fez * extent.y + fey * extent.z;
    if (min > rad || max < -rad) {
        vars.release();
        return false;
    }
    // AXISTEST_Y1(e2[Z], e2[X], fez, fex);
    p0 = -e2.z * tmp0.x + e2.x * tmp0.z;
    p1 = -e2.z * tmp1.x + e2.x * tmp1.z;
    min = min(p0, p1);
    max = max(p0, p1);
    rad = fez * extent.x + fex * extent.y;
    if (min > rad || max < -rad) {
        vars.release();
        return false;
    }
    //   AXISTEST_Z12(e2[Y], e2[X], fey, fex);
    p1 = e2.y * tmp1.x - e2.x * tmp1.y;
    p2 = e2.y * tmp2.x - e2.x * tmp2.y;
    min = min(p1, p2);
    max = max(p1, p2);
    rad = fey * extent.x + fex * extent.y;
    if (min > rad || max < -rad) {
        vars.release();
        return false;
    }
    //  Bullet 1:
    //  first test overlap in the {x,y,z}-directions
    //  find min, max of the triangle each direction, and test for overlap in
    //  that direction -- this is equivalent to testing a minimal AABB around
    //  the triangle against the AABB
    Vector3f minMax = vars.vect7;
    // test in X-direction
    findMinMax(tmp0.x, tmp1.x, tmp2.x, minMax);
    if (minMax.x > extent.x || minMax.y < -extent.x) {
        vars.release();
        return false;
    }
    // test in Y-direction
    findMinMax(tmp0.y, tmp1.y, tmp2.y, minMax);
    if (minMax.x > extent.y || minMax.y < -extent.y) {
        vars.release();
        return false;
    }
    // test in Z-direction
    findMinMax(tmp0.z, tmp1.z, tmp2.z, minMax);
    if (minMax.x > extent.z || minMax.y < -extent.z) {
        vars.release();
        return false;
    }
    //       // Bullet 2:
    //       //  test if the box intersects the plane of the triangle
    //       //  compute plane equation of triangle: normal * x + d = 0
    //        Vector3f normal = new Vector3f();
    //        e0.cross(e1, normal);
    Plane p = vars.plane;
    p.setPlanePoints(v1, v2, v3);
    if (bbox.whichSide(p) == Plane.Side.Negative) {
        vars.release();
        return false;
    }
    //
    //        if(!planeBoxOverlap(normal,v0,boxhalfsize)) return false;
    vars.release();
    return true;
/* box and triangle overlaps */
}
Also used : Plane(com.jme3.math.Plane) Vector3f(com.jme3.math.Vector3f) TempVars(com.jme3.util.TempVars)

Example 8 with TempVars

use of com.jme3.util.TempVars in project jmonkeyengine by jMonkeyEngine.

the class BIHNode method intersectWhere.

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();
    //        float tHit = Float.POSITIVE_INFINITY;
    Vector3f o = vars.vect1.set(r.getOrigin());
    Vector3f d = vars.vect2.set(r.getDirection());
    Matrix4f inv = vars.tempMat4.set(worldMatrix).invertLocal();
    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;
        }
        leafloop: 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)) {
                if (worldMatrix != null) {
                    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 contactNormal = Triangle.computeTriangleNormal(v1, v2, v3, null);
                Vector3f contactPoint = new Vector3f(d).multLocal(t).addLocal(o);
                float worldSpaceDist = o.distance(contactPoint);
                CollisionResult cr = new CollisionResult(contactPoint, worldSpaceDist);
                cr.setContactNormal(contactNormal);
                cr.setTriangleIndex(tree.getTriangleIndex(i));
                results.addCollision(cr);
                cols++;
            }
        }
    }
    vars.release();
    r.setOrigin(o);
    r.setDirection(d);
    return cols;
}
Also used : CollisionResult(com.jme3.collision.CollisionResult) Matrix4f(com.jme3.math.Matrix4f) Vector3f(com.jme3.math.Vector3f) TempVars(com.jme3.util.TempVars) Ray(com.jme3.math.Ray)

Example 9 with TempVars

use of com.jme3.util.TempVars in project jmonkeyengine by jMonkeyEngine.

the class BIHNode method intersectBrute.

public final int intersectBrute(Ray r, Matrix4f worldMatrix, BIHTree tree, float sceneMin, float sceneMax, CollisionResults results) {
    float tHit = Float.POSITIVE_INFINITY;
    TempVars vars = TempVars.get();
    Vector3f v1 = vars.vect1, v2 = vars.vect2, v3 = vars.vect3;
    int cols = 0;
    ArrayList<BIHStackData> stack = vars.bihStack;
    stack.clear();
    stack.add(new BIHStackData(this, 0, 0));
    stackloop: while (stack.size() > 0) {
        BIHStackData data = stack.remove(stack.size() - 1);
        BIHNode node = data.node;
        leafloop: while (node.axis != 3) {
            // while node is not a leaf
            BIHNode nearNode, farNode;
            nearNode = node.left;
            farNode = node.right;
            stack.add(new BIHStackData(farNode, 0, 0));
            node = nearNode;
        }
        // a leaf
        for (int i = node.leftIndex; i <= node.rightIndex; i++) {
            tree.getTriangle(i, v1, v2, v3);
            if (worldMatrix != null) {
                worldMatrix.mult(v1, v1);
                worldMatrix.mult(v2, v2);
                worldMatrix.mult(v3, v3);
            }
            float t = r.intersects(v1, v2, v3);
            if (t < tHit) {
                tHit = t;
                Vector3f contactPoint = new Vector3f(r.direction).multLocal(tHit).addLocal(r.origin);
                CollisionResult cr = new CollisionResult(contactPoint, tHit);
                cr.setTriangleIndex(tree.getTriangleIndex(i));
                results.addCollision(cr);
                cols++;
            }
        }
    }
    vars.release();
    return cols;
}
Also used : CollisionResult(com.jme3.collision.CollisionResult) Vector3f(com.jme3.math.Vector3f) TempVars(com.jme3.util.TempVars)

Example 10 with TempVars

use of com.jme3.util.TempVars in project jmonkeyengine by jMonkeyEngine.

the class BoneTrack method setTime.

/**
     * 
     * Modify the bone which this track modifies in the skeleton to contain
     * the correct animation transforms for a given time.
     * The transforms can be interpolated in some method from the keyframes.
     *
     * @param time the current time of the animation
     * @param weight the weight of the animation
     * @param control
     * @param channel
     * @param vars
     */
public void setTime(float time, float weight, AnimControl control, AnimChannel channel, TempVars vars) {
    BitSet affectedBones = channel.getAffectedBones();
    if (affectedBones != null && !affectedBones.get(targetBoneIndex)) {
        return;
    }
    Bone target = control.getSkeleton().getBone(targetBoneIndex);
    Vector3f tempV = vars.vect1;
    Vector3f tempS = vars.vect2;
    Quaternion tempQ = vars.quat1;
    Vector3f tempV2 = vars.vect3;
    Vector3f tempS2 = vars.vect4;
    Quaternion tempQ2 = vars.quat2;
    int lastFrame = times.length - 1;
    if (time < 0 || lastFrame == 0) {
        rotations.get(0, tempQ);
        translations.get(0, tempV);
        if (scales != null) {
            scales.get(0, tempS);
        }
    } else if (time >= times[lastFrame]) {
        rotations.get(lastFrame, tempQ);
        translations.get(lastFrame, tempV);
        if (scales != null) {
            scales.get(lastFrame, tempS);
        }
    } else {
        int startFrame = 0;
        int endFrame = 1;
        // use lastFrame so we never overflow the array
        int i;
        for (i = 0; i < lastFrame && times[i] < time; i++) {
            startFrame = i;
            endFrame = i + 1;
        }
        float blend = (time - times[startFrame]) / (times[endFrame] - times[startFrame]);
        rotations.get(startFrame, tempQ);
        translations.get(startFrame, tempV);
        if (scales != null) {
            scales.get(startFrame, tempS);
        }
        rotations.get(endFrame, tempQ2);
        translations.get(endFrame, tempV2);
        if (scales != null) {
            scales.get(endFrame, tempS2);
        }
        tempQ.nlerp(tempQ2, blend);
        tempV.interpolateLocal(tempV2, blend);
        tempS.interpolateLocal(tempS2, blend);
    }
    //        if (weight != 1f) {
    target.blendAnimTransforms(tempV, tempQ, scales != null ? tempS : null, weight);
//        } else {
//            target.setAnimTransforms(tempV, tempQ, scales != null ? tempS : null);
//        }
}
Also used : Quaternion(com.jme3.math.Quaternion) Vector3f(com.jme3.math.Vector3f) BitSet(java.util.BitSet)

Aggregations

TempVars (com.jme3.util.TempVars)103 Vector3f (com.jme3.math.Vector3f)50 Quaternion (com.jme3.math.Quaternion)13 Matrix4f (com.jme3.math.Matrix4f)12 BoundingBox (com.jme3.bounding.BoundingBox)10 Bone (com.jme3.animation.Bone)8 Spatial (com.jme3.scene.Spatial)7 CollisionResult (com.jme3.collision.CollisionResult)6 Vector2f (com.jme3.math.Vector2f)6 FloatBuffer (java.nio.FloatBuffer)6 BoundingSphere (com.jme3.bounding.BoundingSphere)5 BoundingVolume (com.jme3.bounding.BoundingVolume)5 Transform (com.jme3.math.Transform)5 DirectionalLight (com.jme3.light.DirectionalLight)4 PointLight (com.jme3.light.PointLight)4 Geometry (com.jme3.scene.Geometry)4 SpotLight (com.jme3.light.SpotLight)3 ColorRGBA (com.jme3.math.ColorRGBA)3 Matrix3f (com.jme3.math.Matrix3f)3 Vector4f (com.jme3.math.Vector4f)3