godot/modules/vhacd/register_types.cpp
PouleyKetchoupp 1de995ae99 Options to clean/simplify convex hull generated from mesh
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)

In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
2021-07-07 12:14:12 -07:00

92 lines
3.8 KiB
C++

/*************************************************************************/
/* register_types.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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.*/
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/*************************************************************************/
#include "register_types.h"
#include "scene/resources/mesh.h"
#include "thirdparty/vhacd/public/VHACD.h"
static Vector<Vector<Face3>> convex_decompose(const Vector<Face3> &p_faces, int p_max_convex_hulls = -1) {
Vector<float> vertices;
vertices.resize(p_faces.size() * 9);
Vector<uint32_t> indices;
indices.resize(p_faces.size() * 3);
for (int i = 0; i < p_faces.size(); i++) {
for (int j = 0; j < 3; j++) {
vertices.write[i * 9 + j * 3 + 0] = p_faces[i].vertex[j].x;
vertices.write[i * 9 + j * 3 + 1] = p_faces[i].vertex[j].y;
vertices.write[i * 9 + j * 3 + 2] = p_faces[i].vertex[j].z;
indices.write[i * 3 + j] = i * 3 + j;
}
}
VHACD::IVHACD::Parameters params;
if (p_max_convex_hulls > 0) {
params.m_maxConvexHulls = p_max_convex_hulls;
}
VHACD::IVHACD *decomposer = VHACD::CreateVHACD();
decomposer->Compute(vertices.ptr(), vertices.size() / 3, indices.ptr(), indices.size() / 3, params);
int hull_count = decomposer->GetNConvexHulls();
Vector<Vector<Face3>> ret;
for (int i = 0; i < hull_count; i++) {
Vector<Face3> triangles;
VHACD::IVHACD::ConvexHull hull;
decomposer->GetConvexHull(i, hull);
triangles.resize(hull.m_nTriangles);
for (uint32_t j = 0; j < hull.m_nTriangles; j++) {
Face3 f;
for (int k = 0; k < 3; k++) {
for (int l = 0; l < 3; l++) {
f.vertex[k][l] = hull.m_points[hull.m_triangles[j * 3 + k] * 3 + l];
}
}
triangles.write[j] = f;
}
ret.push_back(triangles);
}
decomposer->Clean();
decomposer->Release();
return ret;
}
void register_vhacd_types() {
Mesh::convex_composition_function = convex_decompose;
}
void unregister_vhacd_types() {
Mesh::convex_composition_function = nullptr;
}