/*************************************************************************/ /* 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; } AABB aabb; aabb=p_bb[p_from]->aabb; for(int i=1;iaabb); } int li=aabb.get_longest_axis_index(); switch(li) { case Vector3::AXIS_X: { SortArray 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 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 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& 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::Write bw = bvh.write(); { //create faces and indices and base bvh //except for the Set for repeated triangles, everything //goes in-place. PoolVector::Read r = p_faces.read(); PoolVector::Write w = triangles.write(); Map db; for(int i=0;i::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::Write vw = vertices.write(); for (Map::Element *E=db.front();E;E=E->next()) { vw[E->get()]=E->key(); } } PoolVector bwptrs; bwptrs.resize(fc); PoolVector::Write bwp = bwptrs.write(); for(int i=0;i::Write(); //clearup bvh.resize(max_alloc); //resize back valid=true; } Vector3 TriangleMesh::get_area_normal(const AABB& 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<::Read trianglesr = triangles.read(); PoolVector::Read verticesr=vertices.read(); PoolVector::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<=0) { const Triangle &s=triangleptr[ b.face_index ]; n+=s.normal; n_count++; stack[level]=(VISIT_DONE_BIT<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<::Read trianglesr = triangles.read(); PoolVector::Read verticesr=vertices.read(); PoolVector::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<=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)) { float nd = n.dot(res); if (nd0) 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<::Read trianglesr = triangles.read(); PoolVector::Read verticesr=vertices.read(); PoolVector::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<=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)) { float nd = n.dot(res); if (nd0) r_normal=-r_normal; } return inters; } bool TriangleMesh::is_valid() const { return valid; } PoolVector TriangleMesh::get_faces() const { if (!valid) return PoolVector(); PoolVector faces; int ts = triangles.size(); faces.resize(triangles.size()); PoolVector::Write w=faces.write(); PoolVector::Read r = triangles.read(); PoolVector::Read rv = vertices.read(); for(int i=0;i::Write(); return faces; } TriangleMesh::TriangleMesh() { valid=false; max_depth=0; }