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- /*************************************************************************/
- /* triangle_mesh.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "triangle_mesh.h"
- #include "sort.h"
- 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) {
- if (p_depth>max_depth) {
- max_depth=p_depth;
- }
- if (p_size==1) {
- return p_bb[p_from]-p_bvh;
- } else if (p_size==0) {
- return -1;
- }
- Rect3 aabb;
- aabb=p_bb[p_from]->aabb;
- for(int i=1;i<p_size;i++) {
- aabb.merge_with(p_bb[p_from+i]->aabb);
- }
- int li=aabb.get_longest_axis_index();
- switch(li) {
- case Vector3::AXIS_X: {
- SortArray<BVH*,BVHCmpX> sort_x;
- sort_x.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
- //sort_x.sort(&p_bb[p_from],p_size);
- } break;
- case Vector3::AXIS_Y: {
- SortArray<BVH*,BVHCmpY> sort_y;
- sort_y.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
- //sort_y.sort(&p_bb[p_from],p_size);
- } break;
- case Vector3::AXIS_Z: {
- SortArray<BVH*,BVHCmpZ> sort_z;
- sort_z.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
- //sort_z.sort(&p_bb[p_from],p_size);
- } break;
- }
- int left = _create_bvh(p_bvh,p_bb,p_from,p_size/2,p_depth+1,max_depth,max_alloc);
- 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);
- int index=max_alloc++;
- BVH *_new = &p_bvh[index];
- _new->aabb=aabb;
- _new->center=aabb.pos+aabb.size*0.5;
- _new->face_index=-1;
- _new->left=left;
- _new->right=right;
- return index;
- }
- void TriangleMesh::create(const PoolVector<Vector3>& p_faces) {
- valid=false;
- int fc=p_faces.size();
- ERR_FAIL_COND(!fc || ((fc%3) != 0));
- fc/=3;
- triangles.resize(fc);
- bvh.resize(fc*3); //will never be larger than this (todo make better)
- PoolVector<BVH>::Write bw = bvh.write();
- {
- //create faces and indices and base bvh
- //except for the Set for repeated triangles, everything
- //goes in-place.
- PoolVector<Vector3>::Read r = p_faces.read();
- PoolVector<Triangle>::Write w = triangles.write();
- Map<Vector3,int> db;
- for(int i=0;i<fc;i++) {
- Triangle&f=w[i];
- const Vector3 *v=&r[i*3];
- for(int j=0;j<3;j++) {
- int vidx=-1;
- Vector3 vs=v[j].snapped(0.0001);
- Map<Vector3,int>::Element *E=db.find(vs);
- if (E) {
- vidx=E->get();
- } else {
- vidx=db.size();
- db[vs]=vidx;
- }
- f.indices[j]=vidx;
- if (j==0)
- bw[i].aabb.pos=vs;
- else
- bw[i].aabb.expand_to(vs);
- }
- f.normal=Face3(r[i*3+0],r[i*3+1],r[i*3+2]).get_plane().get_normal();
- bw[i].left=-1;
- bw[i].right=-1;
- bw[i].face_index=i;
- bw[i].center=bw[i].aabb.pos+bw[i].aabb.size*0.5;
- }
- vertices.resize(db.size());
- PoolVector<Vector3>::Write vw = vertices.write();
- for (Map<Vector3,int>::Element *E=db.front();E;E=E->next()) {
- vw[E->get()]=E->key();
- }
- }
- PoolVector<BVH*> bwptrs;
- bwptrs.resize(fc);
- PoolVector<BVH*>::Write bwp = bwptrs.write();
- for(int i=0;i<fc;i++) {
- bwp[i]=&bw[i];
- }
- max_depth=0;
- int max_alloc=fc;
- int max=_create_bvh(bw.ptr(),bwp.ptr(),0,fc,1,max_depth,max_alloc);
- bw=PoolVector<BVH>::Write(); //clearup
- bvh.resize(max_alloc); //resize back
- valid=true;
- }
- Vector3 TriangleMesh::get_area_normal(const Rect3& p_aabb) const {
- uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
- enum {
- TEST_AABB_BIT=0,
- VISIT_LEFT_BIT=1,
- VISIT_RIGHT_BIT=2,
- VISIT_DONE_BIT=3,
- VISITED_BIT_SHIFT=29,
- NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
- VISITED_BIT_MASK=~NODE_IDX_MASK,
- };
- int n_count=0;
- Vector3 n;
- int level=0;
- PoolVector<Triangle>::Read trianglesr = triangles.read();
- PoolVector<Vector3>::Read verticesr=vertices.read();
- PoolVector<BVH>::Read bvhr=bvh.read();
- const Triangle *triangleptr=trianglesr.ptr();
- int pos=bvh.size()-1;
- const BVH *bvhptr = bvhr.ptr();
- stack[0]=pos;
- while(true) {
- uint32_t node = stack[level]&NODE_IDX_MASK;
- const BVH &b = bvhptr[ node ];
- bool done=false;
- switch(stack[level]>>VISITED_BIT_SHIFT) {
- case TEST_AABB_BIT: {
- bool valid = b.aabb.intersects(p_aabb);
- if (!valid) {
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- } else {
- if (b.face_index>=0) {
- const Triangle &s=triangleptr[ b.face_index ];
- n+=s.normal;
- n_count++;
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- } else {
- stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
- }
- }
- continue;
- }
- case VISIT_LEFT_BIT: {
- stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.left|TEST_AABB_BIT;
- level++;
- continue;
- }
- case VISIT_RIGHT_BIT: {
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.right|TEST_AABB_BIT;
- level++;
- continue;
- }
- case VISIT_DONE_BIT: {
- if (level==0) {
- done=true;
- break;
- } else
- level--;
- continue;
- }
- }
- if (done)
- break;
- }
- if (n_count>0)
- n/=n_count;
- return n;
- }
- bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const {
- uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
- enum {
- TEST_AABB_BIT=0,
- VISIT_LEFT_BIT=1,
- VISIT_RIGHT_BIT=2,
- VISIT_DONE_BIT=3,
- VISITED_BIT_SHIFT=29,
- NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
- VISITED_BIT_MASK=~NODE_IDX_MASK,
- };
- Vector3 n = (p_end-p_begin).normalized();
- real_t d=1e10;
- bool inters=false;
- int level=0;
- PoolVector<Triangle>::Read trianglesr = triangles.read();
- PoolVector<Vector3>::Read verticesr=vertices.read();
- PoolVector<BVH>::Read bvhr=bvh.read();
- const Triangle *triangleptr=trianglesr.ptr();
- const Vector3 *vertexptr=verticesr.ptr();
- int pos=bvh.size()-1;
- const BVH *bvhptr = bvhr.ptr();
- stack[0]=pos;
- while(true) {
- uint32_t node = stack[level]&NODE_IDX_MASK;
- const BVH &b = bvhptr[ node ];
- bool done=false;
- switch(stack[level]>>VISITED_BIT_SHIFT) {
- case TEST_AABB_BIT: {
- bool valid = b.aabb.intersects_segment(p_begin,p_end);
- //bool valid = b.aabb.intersects(ray_aabb);
- if (!valid) {
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- } else {
- if (b.face_index>=0) {
- const Triangle &s=triangleptr[ b.face_index ];
- Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
- Vector3 res;
- if (f3.intersects_segment(p_begin,p_end,&res)) {
- real_t nd = n.dot(res);
- if (nd<d) {
- d=nd;
- r_point=res;
- r_normal=f3.get_plane().get_normal();
- inters=true;
- }
- }
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- } else {
- stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
- }
- }
- continue;
- }
- case VISIT_LEFT_BIT: {
- stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.left|TEST_AABB_BIT;
- level++;
- continue;
- }
- case VISIT_RIGHT_BIT: {
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.right|TEST_AABB_BIT;
- level++;
- continue;
- }
- case VISIT_DONE_BIT: {
- if (level==0) {
- done=true;
- break;
- } else
- level--;
- continue;
- }
- }
- if (done)
- break;
- }
- if (inters) {
- if (n.dot(r_normal)>0)
- r_normal=-r_normal;
- }
- return inters;
- }
- bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const {
- uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
- enum {
- TEST_AABB_BIT=0,
- VISIT_LEFT_BIT=1,
- VISIT_RIGHT_BIT=2,
- VISIT_DONE_BIT=3,
- VISITED_BIT_SHIFT=29,
- NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
- VISITED_BIT_MASK=~NODE_IDX_MASK,
- };
- Vector3 n = p_dir;
- real_t d=1e20;
- bool inters=false;
- int level=0;
- PoolVector<Triangle>::Read trianglesr = triangles.read();
- PoolVector<Vector3>::Read verticesr=vertices.read();
- PoolVector<BVH>::Read bvhr=bvh.read();
- const Triangle *triangleptr=trianglesr.ptr();
- const Vector3 *vertexptr=verticesr.ptr();
- int pos=bvh.size()-1;
- const BVH *bvhptr = bvhr.ptr();
- stack[0]=pos;
- while(true) {
- uint32_t node = stack[level]&NODE_IDX_MASK;
- const BVH &b = bvhptr[ node ];
- bool done=false;
- switch(stack[level]>>VISITED_BIT_SHIFT) {
- case TEST_AABB_BIT: {
- bool valid = b.aabb.intersects_ray(p_begin,p_dir);
- if (!valid) {
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- } else {
- if (b.face_index>=0) {
- const Triangle &s=triangleptr[ b.face_index ];
- Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
- Vector3 res;
- if (f3.intersects_ray(p_begin,p_dir,&res)) {
- real_t nd = n.dot(res);
- if (nd<d) {
- d=nd;
- r_point=res;
- r_normal=f3.get_plane().get_normal();
- inters=true;
- }
- }
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- } else {
- stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
- }
- }
- continue;
- }
- case VISIT_LEFT_BIT: {
- stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.left|TEST_AABB_BIT;
- level++;
- continue;
- }
- case VISIT_RIGHT_BIT: {
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.right|TEST_AABB_BIT;
- level++;
- continue;
- }
- case VISIT_DONE_BIT: {
- if (level==0) {
- done=true;
- break;
- } else
- level--;
- continue;
- }
- }
- if (done)
- break;
- }
- if (inters) {
- if (n.dot(r_normal)>0)
- r_normal=-r_normal;
- }
- return inters;
- }
- bool TriangleMesh::is_valid() const {
- return valid;
- }
- PoolVector<Face3> TriangleMesh::get_faces() const {
- if (!valid)
- return PoolVector<Face3>();
- PoolVector<Face3> faces;
- int ts = triangles.size();
- faces.resize(triangles.size());
- PoolVector<Face3>::Write w=faces.write();
- PoolVector<Triangle>::Read r = triangles.read();
- PoolVector<Vector3>::Read rv = vertices.read();
- for(int i=0;i<ts;i++) {
- for(int j=0;j<3;j++) {
- w[i].vertex[j]=rv[r[i].indices[j]];
- }
- }
- w = PoolVector<Face3>::Write();
- return faces;
- }
- TriangleMesh::TriangleMesh() {
- valid=false;
- max_depth=0;
- }
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