godot/core/math/triangle_mesh.cpp
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

555 lines
12 KiB
C++

/*************************************************************************/
/* 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;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 DVector<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)
DVector<BVH>::Write bw = bvh.write();
{
//create faces and indices and base bvh
//except for the Set for repeated triangles, everything
//goes in-place.
DVector<Vector3>::Read r = p_faces.read();
DVector<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());
DVector<Vector3>::Write vw = vertices.write();
for (Map<Vector3,int>::Element *E=db.front();E;E=E->next()) {
vw[E->get()]=E->key();
}
}
DVector<BVH*> bwptrs;
bwptrs.resize(fc);
DVector<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=DVector<BVH>::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<<VISITED_BIT_SHIFT)-1,
VISITED_BIT_MASK=~NODE_IDX_MASK,
};
int n_count=0;
Vector3 n;
int level=0;
DVector<Triangle>::Read trianglesr = triangles.read();
DVector<Vector3>::Read verticesr=vertices.read();
DVector<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;
DVector<Triangle>::Read trianglesr = triangles.read();
DVector<Vector3>::Read verticesr=vertices.read();
DVector<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)) {
float 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;
DVector<Triangle>::Read trianglesr = triangles.read();
DVector<Vector3>::Read verticesr=vertices.read();
DVector<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)) {
float 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;
}
DVector<Face3> TriangleMesh::get_faces() const {
if (!valid)
return DVector<Face3>();
DVector<Face3> faces;
int ts = triangles.size();
faces.resize(triangles.size());
DVector<Face3>::Write w=faces.write();
DVector<Triangle>::Read r = triangles.read();
DVector<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 = DVector<Face3>::Write();
return faces;
}
TriangleMesh::TriangleMesh() {
valid=false;
max_depth=0;
}