9e1810695c
* Fixed LODs for shadow meshes. * Added a merging step before simplification. This helps with tesselated meshes that were previously left untouched. The angle difference at wich edges ar considered "hard" can be tweaked as an import setting. * LODs will now start with the highest decimation possible and keep doubling (approximately) the number of triangles from there. This makes sure that very low triangle counts are included when possible. * Given more weight to normal preservation. * Modified MeshOptimizer to report distance-based error instead of including attributes in the reported metrics. * Added attribute transference between the original mesh and the various LODs. Right now only normals are taken into account, but it could be expanded to other attributes in the future.
112 lines
4.4 KiB
C++
112 lines
4.4 KiB
C++
/*************************************************************************/
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/* static_raycaster.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef STATIC_RAYCASTER_H
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#define STATIC_RAYCASTER_H
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#include "core/object/ref_counted.h"
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#if !defined(__aligned)
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#if defined(_WIN32) && defined(_MSC_VER)
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#define __aligned(...) __declspec(align(__VA_ARGS__))
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#else
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#define __aligned(...) __attribute__((aligned(__VA_ARGS__)))
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#endif
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#endif
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class StaticRaycaster : public RefCounted {
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GDCLASS(StaticRaycaster, RefCounted)
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protected:
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static StaticRaycaster *(*create_function)();
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public:
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// compatible with embree3 rays
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struct __aligned(16) Ray {
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const static unsigned int INVALID_GEOMETRY_ID = ((unsigned int)-1); // from rtcore_common.h
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/*! Default construction does nothing. */
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_FORCE_INLINE_ Ray() :
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geomID(INVALID_GEOMETRY_ID) {}
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/*! Constructs a ray from origin, direction, and ray segment. Near
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* has to be smaller than far. */
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_FORCE_INLINE_ Ray(const Vector3 &org,
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const Vector3 &dir,
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float tnear = 0.0f,
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float tfar = INFINITY) :
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org(org),
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tnear(tnear),
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dir(dir),
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time(0.0f),
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tfar(tfar),
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mask(-1),
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u(0.0),
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v(0.0),
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primID(INVALID_GEOMETRY_ID),
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geomID(INVALID_GEOMETRY_ID),
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instID(INVALID_GEOMETRY_ID) {}
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/*! Tests if we hit something. */
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_FORCE_INLINE_ explicit operator bool() const { return geomID != INVALID_GEOMETRY_ID; }
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public:
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Vector3 org; //!< Ray origin + tnear
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float tnear; //!< Start of ray segment
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Vector3 dir; //!< Ray direction + tfar
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float time; //!< Time of this ray for motion blur.
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float tfar; //!< End of ray segment
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unsigned int mask; //!< used to mask out objects during traversal
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unsigned int id; //!< ray ID
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unsigned int flags; //!< ray flags
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Vector3 normal; //!< Not normalized geometry normal
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float u; //!< Barycentric u coordinate of hit
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float v; //!< Barycentric v coordinate of hit
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unsigned int primID; //!< primitive ID
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unsigned int geomID; //!< geometry ID
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unsigned int instID; //!< instance ID
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};
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virtual bool intersect(Ray &p_ray) = 0;
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virtual void intersect(Vector<Ray> &r_rays) = 0;
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virtual void add_mesh(const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices, unsigned int p_id) = 0;
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virtual void commit() = 0;
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virtual void set_mesh_filter(const Set<int> &p_mesh_ids) = 0;
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virtual void clear_mesh_filter() = 0;
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static Ref<StaticRaycaster> create();
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};
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#endif // STATIC_RAYCASTER_H
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