triangle_mesh.cpp 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568
  1. /*************************************************************************/
  2. /* triangle_mesh.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2014 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 DVector<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. DVector<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. DVector<Vector3>::Read r = p_faces.read();
  87. DVector<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. DVector<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. DVector<BVH*> bwptrs;
  121. bwptrs.resize(fc);
  122. DVector<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=DVector<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. //for(int i=0;i<max_depth;i++)
  147. // stack[i]=0;
  148. int level=0;
  149. DVector<Triangle>::Read trianglesr = triangles.read();
  150. DVector<Vector3>::Read verticesr=vertices.read();
  151. DVector<BVH>::Read bvhr=bvh.read();
  152. const Triangle *triangleptr=trianglesr.ptr();
  153. const Vector3 *vertexptr=verticesr.ptr();
  154. int pos=bvh.size()-1;
  155. const BVH *bvhptr = bvhr.ptr();
  156. stack[0]=pos;
  157. while(true) {
  158. uint32_t node = stack[level]&NODE_IDX_MASK;
  159. const BVH &b = bvhptr[ node ];
  160. bool done=false;
  161. switch(stack[level]>>VISITED_BIT_SHIFT) {
  162. case TEST_AABB_BIT: {
  163. bool valid = b.aabb.intersects(p_aabb);
  164. if (!valid) {
  165. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  166. } else {
  167. if (b.face_index>=0) {
  168. const Triangle &s=triangleptr[ b.face_index ];
  169. n+=s.normal;
  170. n_count++;
  171. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  172. } else {
  173. stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
  174. }
  175. }
  176. } continue;
  177. case VISIT_LEFT_BIT: {
  178. stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
  179. stack[level+1]=b.left|TEST_AABB_BIT;
  180. level++;
  181. } continue;
  182. case VISIT_RIGHT_BIT: {
  183. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  184. stack[level+1]=b.right|TEST_AABB_BIT;
  185. level++;
  186. } continue;
  187. case VISIT_DONE_BIT: {
  188. if (level==0) {
  189. done=true;
  190. break;
  191. } else
  192. level--;
  193. } continue;
  194. }
  195. if (done)
  196. break;
  197. }
  198. if (n_count>0)
  199. n/=n_count;
  200. return n;
  201. }
  202. bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const {
  203. uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
  204. enum {
  205. TEST_AABB_BIT=0,
  206. VISIT_LEFT_BIT=1,
  207. VISIT_RIGHT_BIT=2,
  208. VISIT_DONE_BIT=3,
  209. VISITED_BIT_SHIFT=29,
  210. NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
  211. VISITED_BIT_MASK=~NODE_IDX_MASK,
  212. };
  213. Vector3 n = (p_end-p_begin).normalized();
  214. real_t d=1e10;
  215. bool inters=false;
  216. //for(int i=0;i<max_depth;i++)
  217. // stack[i]=0;
  218. int level=0;
  219. //AABB ray_aabb;
  220. //ray_aabb.pos=p_begin;
  221. //ray_aabb.expand_to(p_end);
  222. DVector<Triangle>::Read trianglesr = triangles.read();
  223. DVector<Vector3>::Read verticesr=vertices.read();
  224. DVector<BVH>::Read bvhr=bvh.read();
  225. const Triangle *triangleptr=trianglesr.ptr();
  226. const Vector3 *vertexptr=verticesr.ptr();
  227. int pos=bvh.size()-1;
  228. const BVH *bvhptr = bvhr.ptr();
  229. stack[0]=pos;
  230. while(true) {
  231. uint32_t node = stack[level]&NODE_IDX_MASK;
  232. const BVH &b = bvhptr[ node ];
  233. bool done=false;
  234. switch(stack[level]>>VISITED_BIT_SHIFT) {
  235. case TEST_AABB_BIT: {
  236. bool valid = b.aabb.intersects_segment(p_begin,p_end);
  237. // bool valid = b.aabb.intersects(ray_aabb);
  238. if (!valid) {
  239. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  240. } else {
  241. if (b.face_index>=0) {
  242. const Triangle &s=triangleptr[ b.face_index ];
  243. Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
  244. Vector3 res;
  245. if (f3.intersects_segment(p_begin,p_end,&res)) {
  246. float nd = n.dot(res);
  247. if (nd<d) {
  248. d=nd;
  249. r_point=res;
  250. r_normal=f3.get_plane().get_normal();
  251. inters=true;
  252. }
  253. }
  254. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  255. } else {
  256. stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
  257. }
  258. }
  259. } continue;
  260. case VISIT_LEFT_BIT: {
  261. stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
  262. stack[level+1]=b.left|TEST_AABB_BIT;
  263. level++;
  264. } continue;
  265. case VISIT_RIGHT_BIT: {
  266. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  267. stack[level+1]=b.right|TEST_AABB_BIT;
  268. level++;
  269. } continue;
  270. case VISIT_DONE_BIT: {
  271. if (level==0) {
  272. done=true;
  273. break;
  274. } else
  275. level--;
  276. } continue;
  277. }
  278. if (done)
  279. break;
  280. }
  281. if (inters) {
  282. if (n.dot(r_normal)>0)
  283. r_normal=-r_normal;
  284. }
  285. return inters;
  286. }
  287. bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const {
  288. uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
  289. enum {
  290. TEST_AABB_BIT=0,
  291. VISIT_LEFT_BIT=1,
  292. VISIT_RIGHT_BIT=2,
  293. VISIT_DONE_BIT=3,
  294. VISITED_BIT_SHIFT=29,
  295. NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
  296. VISITED_BIT_MASK=~NODE_IDX_MASK,
  297. };
  298. Vector3 n = p_dir;
  299. real_t d=1e20;
  300. bool inters=false;
  301. //for(int i=0;i<max_depth;i++)
  302. // stack[i]=0;
  303. int level=0;
  304. DVector<Triangle>::Read trianglesr = triangles.read();
  305. DVector<Vector3>::Read verticesr=vertices.read();
  306. DVector<BVH>::Read bvhr=bvh.read();
  307. const Triangle *triangleptr=trianglesr.ptr();
  308. const Vector3 *vertexptr=verticesr.ptr();
  309. int pos=bvh.size()-1;
  310. const BVH *bvhptr = bvhr.ptr();
  311. stack[0]=pos;
  312. while(true) {
  313. uint32_t node = stack[level]&NODE_IDX_MASK;
  314. const BVH &b = bvhptr[ node ];
  315. bool done=false;
  316. switch(stack[level]>>VISITED_BIT_SHIFT) {
  317. case TEST_AABB_BIT: {
  318. bool valid = b.aabb.intersects_ray(p_begin,p_dir);
  319. if (!valid) {
  320. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  321. } else {
  322. if (b.face_index>=0) {
  323. const Triangle &s=triangleptr[ b.face_index ];
  324. Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
  325. Vector3 res;
  326. if (f3.intersects_ray(p_begin,p_dir,&res)) {
  327. float nd = n.dot(res);
  328. if (nd<d) {
  329. d=nd;
  330. r_point=res;
  331. r_normal=f3.get_plane().get_normal();
  332. inters=true;
  333. }
  334. }
  335. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  336. } else {
  337. stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
  338. }
  339. }
  340. } continue;
  341. case VISIT_LEFT_BIT: {
  342. stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
  343. stack[level+1]=b.left|TEST_AABB_BIT;
  344. level++;
  345. } continue;
  346. case VISIT_RIGHT_BIT: {
  347. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  348. stack[level+1]=b.right|TEST_AABB_BIT;
  349. level++;
  350. } continue;
  351. case VISIT_DONE_BIT: {
  352. if (level==0) {
  353. done=true;
  354. break;
  355. } else
  356. level--;
  357. } continue;
  358. }
  359. if (done)
  360. break;
  361. }
  362. if (inters) {
  363. if (n.dot(r_normal)>0)
  364. r_normal=-r_normal;
  365. }
  366. return inters;
  367. }
  368. bool TriangleMesh::is_valid() const {
  369. return valid;
  370. }
  371. DVector<Face3> TriangleMesh::get_faces() const {
  372. if (!valid)
  373. return DVector<Face3>();
  374. DVector<Face3> faces;
  375. int ts = triangles.size();
  376. faces.resize(triangles.size());
  377. DVector<Face3>::Write w=faces.write();
  378. DVector<Triangle>::Read r = triangles.read();
  379. DVector<Vector3>::Read rv = vertices.read();
  380. for(int i=0;i<ts;i++) {
  381. for(int j=0;j<3;j++) {
  382. w[i].vertex[j]=rv[r[i].indices[j]];
  383. }
  384. }
  385. w = DVector<Face3>::Write();
  386. return faces;
  387. }
  388. TriangleMesh::TriangleMesh() {
  389. valid=false;
  390. max_depth=0;
  391. }