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. Rect3 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 Rect3& 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. }
  175. case VISIT_LEFT_BIT: {
  176. stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
  177. stack[level+1]=b.left|TEST_AABB_BIT;
  178. level++;
  179. continue;
  180. }
  181. case VISIT_RIGHT_BIT: {
  182. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  183. stack[level+1]=b.right|TEST_AABB_BIT;
  184. level++;
  185. continue;
  186. }
  187. case VISIT_DONE_BIT: {
  188. if (level==0) {
  189. done=true;
  190. break;
  191. } else
  192. level--;
  193. continue;
  194. }
  195. }
  196. if (done)
  197. break;
  198. }
  199. if (n_count>0)
  200. n/=n_count;
  201. return n;
  202. }
  203. bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const {
  204. uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
  205. enum {
  206. TEST_AABB_BIT=0,
  207. VISIT_LEFT_BIT=1,
  208. VISIT_RIGHT_BIT=2,
  209. VISIT_DONE_BIT=3,
  210. VISITED_BIT_SHIFT=29,
  211. NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
  212. VISITED_BIT_MASK=~NODE_IDX_MASK,
  213. };
  214. Vector3 n = (p_end-p_begin).normalized();
  215. real_t d=1e10;
  216. bool inters=false;
  217. int level=0;
  218. PoolVector<Triangle>::Read trianglesr = triangles.read();
  219. PoolVector<Vector3>::Read verticesr=vertices.read();
  220. PoolVector<BVH>::Read bvhr=bvh.read();
  221. const Triangle *triangleptr=trianglesr.ptr();
  222. const Vector3 *vertexptr=verticesr.ptr();
  223. int pos=bvh.size()-1;
  224. const BVH *bvhptr = bvhr.ptr();
  225. stack[0]=pos;
  226. while(true) {
  227. uint32_t node = stack[level]&NODE_IDX_MASK;
  228. const BVH &b = bvhptr[ node ];
  229. bool done=false;
  230. switch(stack[level]>>VISITED_BIT_SHIFT) {
  231. case TEST_AABB_BIT: {
  232. bool valid = b.aabb.intersects_segment(p_begin,p_end);
  233. //bool valid = b.aabb.intersects(ray_aabb);
  234. if (!valid) {
  235. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  236. } else {
  237. if (b.face_index>=0) {
  238. const Triangle &s=triangleptr[ b.face_index ];
  239. Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
  240. Vector3 res;
  241. if (f3.intersects_segment(p_begin,p_end,&res)) {
  242. real_t nd = n.dot(res);
  243. if (nd<d) {
  244. d=nd;
  245. r_point=res;
  246. r_normal=f3.get_plane().get_normal();
  247. inters=true;
  248. }
  249. }
  250. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  251. } else {
  252. stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
  253. }
  254. }
  255. continue;
  256. }
  257. case VISIT_LEFT_BIT: {
  258. stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
  259. stack[level+1]=b.left|TEST_AABB_BIT;
  260. level++;
  261. continue;
  262. }
  263. case VISIT_RIGHT_BIT: {
  264. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  265. stack[level+1]=b.right|TEST_AABB_BIT;
  266. level++;
  267. continue;
  268. }
  269. case VISIT_DONE_BIT: {
  270. if (level==0) {
  271. done=true;
  272. break;
  273. } else
  274. level--;
  275. continue;
  276. }
  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. int level=0;
  302. PoolVector<Triangle>::Read trianglesr = triangles.read();
  303. PoolVector<Vector3>::Read verticesr=vertices.read();
  304. PoolVector<BVH>::Read bvhr=bvh.read();
  305. const Triangle *triangleptr=trianglesr.ptr();
  306. const Vector3 *vertexptr=verticesr.ptr();
  307. int pos=bvh.size()-1;
  308. const BVH *bvhptr = bvhr.ptr();
  309. stack[0]=pos;
  310. while(true) {
  311. uint32_t node = stack[level]&NODE_IDX_MASK;
  312. const BVH &b = bvhptr[ node ];
  313. bool done=false;
  314. switch(stack[level]>>VISITED_BIT_SHIFT) {
  315. case TEST_AABB_BIT: {
  316. bool valid = b.aabb.intersects_ray(p_begin,p_dir);
  317. if (!valid) {
  318. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  319. } else {
  320. if (b.face_index>=0) {
  321. const Triangle &s=triangleptr[ b.face_index ];
  322. Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
  323. Vector3 res;
  324. if (f3.intersects_ray(p_begin,p_dir,&res)) {
  325. real_t nd = n.dot(res);
  326. if (nd<d) {
  327. d=nd;
  328. r_point=res;
  329. r_normal=f3.get_plane().get_normal();
  330. inters=true;
  331. }
  332. }
  333. stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
  334. } else {
  335. stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
  336. }
  337. }
  338. continue;
  339. }
  340. case VISIT_LEFT_BIT: {
  341. stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
  342. stack[level+1]=b.left|TEST_AABB_BIT;
  343. level++;
  344. continue;
  345. }
  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. }
  352. case VISIT_DONE_BIT: {
  353. if (level==0) {
  354. done=true;
  355. break;
  356. } else
  357. level--;
  358. continue;
  359. }
  360. }
  361. if (done)
  362. break;
  363. }
  364. if (inters) {
  365. if (n.dot(r_normal)>0)
  366. r_normal=-r_normal;
  367. }
  368. return inters;
  369. }
  370. bool TriangleMesh::is_valid() const {
  371. return valid;
  372. }
  373. PoolVector<Face3> TriangleMesh::get_faces() const {
  374. if (!valid)
  375. return PoolVector<Face3>();
  376. PoolVector<Face3> faces;
  377. int ts = triangles.size();
  378. faces.resize(triangles.size());
  379. PoolVector<Face3>::Write w=faces.write();
  380. PoolVector<Triangle>::Read r = triangles.read();
  381. PoolVector<Vector3>::Read rv = vertices.read();
  382. for(int i=0;i<ts;i++) {
  383. for(int j=0;j<3;j++) {
  384. w[i].vertex[j]=rv[r[i].indices[j]];
  385. }
  386. }
  387. w = PoolVector<Face3>::Write();
  388. return faces;
  389. }
  390. TriangleMesh::TriangleMesh() {
  391. valid=false;
  392. max_depth=0;
  393. }