triangle_mesh.cpp 12 KB

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  1. /*************************************************************************/
  2. /* triangle_mesh.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #include "triangle_mesh.h"
  30. #include "sort.h"
  31. int TriangleMesh::_create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc) {
  32. if (p_depth>max_depth) {
  33. max_depth=p_depth;
  34. }
  35. if (p_size==1) {
  36. return p_bb[p_from]-p_bvh;
  37. } else if (p_size==0) {
  38. return -1;
  39. }
  40. AABB aabb;
  41. aabb=p_bb[p_from]->aabb;
  42. for(int i=1;i<p_size;i++) {
  43. aabb.merge_with(p_bb[p_from+i]->aabb);
  44. }
  45. int li=aabb.get_longest_axis_index();
  46. switch(li) {
  47. case Vector3::AXIS_X: {
  48. SortArray<BVH*,BVHCmpX> sort_x;
  49. sort_x.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
  50. //sort_x.sort(&p_bb[p_from],p_size);
  51. } break;
  52. case Vector3::AXIS_Y: {
  53. SortArray<BVH*,BVHCmpY> sort_y;
  54. sort_y.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
  55. //sort_y.sort(&p_bb[p_from],p_size);
  56. } break;
  57. case Vector3::AXIS_Z: {
  58. SortArray<BVH*,BVHCmpZ> sort_z;
  59. sort_z.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
  60. //sort_z.sort(&p_bb[p_from],p_size);
  61. } break;
  62. }
  63. int left = _create_bvh(p_bvh,p_bb,p_from,p_size/2,p_depth+1,max_depth,max_alloc);
  64. int right = _create_bvh(p_bvh,p_bb,p_from+p_size/2,p_size-p_size/2,p_depth+1,max_depth,max_alloc);
  65. int index=max_alloc++;
  66. BVH *_new = &p_bvh[index];
  67. _new->aabb=aabb;
  68. _new->center=aabb.pos+aabb.size*0.5;
  69. _new->face_index=-1;
  70. _new->left=left;
  71. _new->right=right;
  72. return index;
  73. }
  74. void TriangleMesh::create(const PoolVector<Vector3>& p_faces) {
  75. valid=false;
  76. int fc=p_faces.size();
  77. ERR_FAIL_COND(!fc || ((fc%3) != 0));
  78. fc/=3;
  79. triangles.resize(fc);
  80. bvh.resize(fc*3); //will never be larger than this (todo make better)
  81. PoolVector<BVH>::Write bw = bvh.write();
  82. {
  83. //create faces and indices and base bvh
  84. //except for the Set for repeated triangles, everything
  85. //goes in-place.
  86. PoolVector<Vector3>::Read r = p_faces.read();
  87. PoolVector<Triangle>::Write w = triangles.write();
  88. Map<Vector3,int> db;
  89. for(int i=0;i<fc;i++) {
  90. Triangle&f=w[i];
  91. const Vector3 *v=&r[i*3];
  92. for(int j=0;j<3;j++) {
  93. int vidx=-1;
  94. Vector3 vs=v[j].snapped(0.0001);
  95. Map<Vector3,int>::Element *E=db.find(vs);
  96. if (E) {
  97. vidx=E->get();
  98. } else {
  99. vidx=db.size();
  100. db[vs]=vidx;
  101. }
  102. f.indices[j]=vidx;
  103. if (j==0)
  104. bw[i].aabb.pos=vs;
  105. else
  106. bw[i].aabb.expand_to(vs);
  107. }
  108. f.normal=Face3(r[i*3+0],r[i*3+1],r[i*3+2]).get_plane().get_normal();
  109. bw[i].left=-1;
  110. bw[i].right=-1;
  111. bw[i].face_index=i;
  112. bw[i].center=bw[i].aabb.pos+bw[i].aabb.size*0.5;
  113. }
  114. vertices.resize(db.size());
  115. PoolVector<Vector3>::Write vw = vertices.write();
  116. for (Map<Vector3,int>::Element *E=db.front();E;E=E->next()) {
  117. vw[E->get()]=E->key();
  118. }
  119. }
  120. PoolVector<BVH*> bwptrs;
  121. bwptrs.resize(fc);
  122. PoolVector<BVH*>::Write bwp = bwptrs.write();
  123. for(int i=0;i<fc;i++) {
  124. bwp[i]=&bw[i];
  125. }
  126. max_depth=0;
  127. int max_alloc=fc;
  128. int max=_create_bvh(bw.ptr(),bwp.ptr(),0,fc,1,max_depth,max_alloc);
  129. bw=PoolVector<BVH>::Write(); //clearup
  130. bvh.resize(max_alloc); //resize back
  131. valid=true;
  132. }
  133. Vector3 TriangleMesh::get_area_normal(const AABB& p_aabb) const {
  134. uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
  135. enum {
  136. TEST_AABB_BIT=0,
  137. VISIT_LEFT_BIT=1,
  138. VISIT_RIGHT_BIT=2,
  139. VISIT_DONE_BIT=3,
  140. VISITED_BIT_SHIFT=29,
  141. NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
  142. VISITED_BIT_MASK=~NODE_IDX_MASK,
  143. };
  144. int n_count=0;
  145. Vector3 n;
  146. int level=0;
  147. PoolVector<Triangle>::Read trianglesr = triangles.read();
  148. PoolVector<Vector3>::Read verticesr=vertices.read();
  149. PoolVector<BVH>::Read bvhr=bvh.read();
  150. const Triangle *triangleptr=trianglesr.ptr();
  151. int pos=bvh.size()-1;
  152. const BVH *bvhptr = bvhr.ptr();
  153. stack[0]=pos;
  154. while(true) {
  155. uint32_t node = stack[level]&NODE_IDX_MASK;
  156. const BVH &b = bvhptr[ node ];
  157. bool done=false;
  158. switch(stack[level]>>VISITED_BIT_SHIFT) {
  159. case TEST_AABB_BIT: {
  160. bool valid = b.aabb.intersects(p_aabb);
  161. if (!valid) {
  162. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  163. } else {
  164. if (b.face_index>=0) {
  165. const Triangle &s=triangleptr[ b.face_index ];
  166. n+=s.normal;
  167. n_count++;
  168. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  169. } else {
  170. stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
  171. }
  172. }
  173. } continue;
  174. case VISIT_LEFT_BIT: {
  175. stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
  176. stack[level+1]=b.left|TEST_AABB_BIT;
  177. level++;
  178. } continue;
  179. case VISIT_RIGHT_BIT: {
  180. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  181. stack[level+1]=b.right|TEST_AABB_BIT;
  182. level++;
  183. } continue;
  184. case VISIT_DONE_BIT: {
  185. if (level==0) {
  186. done=true;
  187. break;
  188. } else
  189. level--;
  190. } continue;
  191. }
  192. if (done)
  193. break;
  194. }
  195. if (n_count>0)
  196. n/=n_count;
  197. return n;
  198. }
  199. bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const {
  200. uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
  201. enum {
  202. TEST_AABB_BIT=0,
  203. VISIT_LEFT_BIT=1,
  204. VISIT_RIGHT_BIT=2,
  205. VISIT_DONE_BIT=3,
  206. VISITED_BIT_SHIFT=29,
  207. NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
  208. VISITED_BIT_MASK=~NODE_IDX_MASK,
  209. };
  210. Vector3 n = (p_end-p_begin).normalized();
  211. real_t d=1e10;
  212. bool inters=false;
  213. int level=0;
  214. PoolVector<Triangle>::Read trianglesr = triangles.read();
  215. PoolVector<Vector3>::Read verticesr=vertices.read();
  216. PoolVector<BVH>::Read bvhr=bvh.read();
  217. const Triangle *triangleptr=trianglesr.ptr();
  218. const Vector3 *vertexptr=verticesr.ptr();
  219. int pos=bvh.size()-1;
  220. const BVH *bvhptr = bvhr.ptr();
  221. stack[0]=pos;
  222. while(true) {
  223. uint32_t node = stack[level]&NODE_IDX_MASK;
  224. const BVH &b = bvhptr[ node ];
  225. bool done=false;
  226. switch(stack[level]>>VISITED_BIT_SHIFT) {
  227. case TEST_AABB_BIT: {
  228. bool valid = b.aabb.intersects_segment(p_begin,p_end);
  229. // bool valid = b.aabb.intersects(ray_aabb);
  230. if (!valid) {
  231. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  232. } else {
  233. if (b.face_index>=0) {
  234. const Triangle &s=triangleptr[ b.face_index ];
  235. Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
  236. Vector3 res;
  237. if (f3.intersects_segment(p_begin,p_end,&res)) {
  238. float nd = n.dot(res);
  239. if (nd<d) {
  240. d=nd;
  241. r_point=res;
  242. r_normal=f3.get_plane().get_normal();
  243. inters=true;
  244. }
  245. }
  246. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  247. } else {
  248. stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
  249. }
  250. }
  251. } continue;
  252. case VISIT_LEFT_BIT: {
  253. stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
  254. stack[level+1]=b.left|TEST_AABB_BIT;
  255. level++;
  256. } continue;
  257. case VISIT_RIGHT_BIT: {
  258. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  259. stack[level+1]=b.right|TEST_AABB_BIT;
  260. level++;
  261. } continue;
  262. case VISIT_DONE_BIT: {
  263. if (level==0) {
  264. done=true;
  265. break;
  266. } else
  267. level--;
  268. } continue;
  269. }
  270. if (done)
  271. break;
  272. }
  273. if (inters) {
  274. if (n.dot(r_normal)>0)
  275. r_normal=-r_normal;
  276. }
  277. return inters;
  278. }
  279. bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const {
  280. uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
  281. enum {
  282. TEST_AABB_BIT=0,
  283. VISIT_LEFT_BIT=1,
  284. VISIT_RIGHT_BIT=2,
  285. VISIT_DONE_BIT=3,
  286. VISITED_BIT_SHIFT=29,
  287. NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
  288. VISITED_BIT_MASK=~NODE_IDX_MASK,
  289. };
  290. Vector3 n = p_dir;
  291. real_t d=1e20;
  292. bool inters=false;
  293. int level=0;
  294. PoolVector<Triangle>::Read trianglesr = triangles.read();
  295. PoolVector<Vector3>::Read verticesr=vertices.read();
  296. PoolVector<BVH>::Read bvhr=bvh.read();
  297. const Triangle *triangleptr=trianglesr.ptr();
  298. const Vector3 *vertexptr=verticesr.ptr();
  299. int pos=bvh.size()-1;
  300. const BVH *bvhptr = bvhr.ptr();
  301. stack[0]=pos;
  302. while(true) {
  303. uint32_t node = stack[level]&NODE_IDX_MASK;
  304. const BVH &b = bvhptr[ node ];
  305. bool done=false;
  306. switch(stack[level]>>VISITED_BIT_SHIFT) {
  307. case TEST_AABB_BIT: {
  308. bool valid = b.aabb.intersects_ray(p_begin,p_dir);
  309. if (!valid) {
  310. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  311. } else {
  312. if (b.face_index>=0) {
  313. const Triangle &s=triangleptr[ b.face_index ];
  314. Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
  315. Vector3 res;
  316. if (f3.intersects_ray(p_begin,p_dir,&res)) {
  317. float nd = n.dot(res);
  318. if (nd<d) {
  319. d=nd;
  320. r_point=res;
  321. r_normal=f3.get_plane().get_normal();
  322. inters=true;
  323. }
  324. }
  325. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  326. } else {
  327. stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
  328. }
  329. }
  330. } continue;
  331. case VISIT_LEFT_BIT: {
  332. stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
  333. stack[level+1]=b.left|TEST_AABB_BIT;
  334. level++;
  335. } continue;
  336. case VISIT_RIGHT_BIT: {
  337. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  338. stack[level+1]=b.right|TEST_AABB_BIT;
  339. level++;
  340. } continue;
  341. case VISIT_DONE_BIT: {
  342. if (level==0) {
  343. done=true;
  344. break;
  345. } else
  346. level--;
  347. } continue;
  348. }
  349. if (done)
  350. break;
  351. }
  352. if (inters) {
  353. if (n.dot(r_normal)>0)
  354. r_normal=-r_normal;
  355. }
  356. return inters;
  357. }
  358. bool TriangleMesh::is_valid() const {
  359. return valid;
  360. }
  361. PoolVector<Face3> TriangleMesh::get_faces() const {
  362. if (!valid)
  363. return PoolVector<Face3>();
  364. PoolVector<Face3> faces;
  365. int ts = triangles.size();
  366. faces.resize(triangles.size());
  367. PoolVector<Face3>::Write w=faces.write();
  368. PoolVector<Triangle>::Read r = triangles.read();
  369. PoolVector<Vector3>::Read rv = vertices.read();
  370. for(int i=0;i<ts;i++) {
  371. for(int j=0;j<3;j++) {
  372. w[i].vertex[j]=rv[r[i].indices[j]];
  373. }
  374. }
  375. w = PoolVector<Face3>::Write();
  376. return faces;
  377. }
  378. TriangleMesh::TriangleMesh() {
  379. valid=false;
  380. max_depth=0;
  381. }