godot/core/math/geometry.cpp

1137 lines
26 KiB
C++

/*************************************************************************/
/* geometry.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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.*/
/* 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 "geometry.h"
#include "core/print_string.h"
#include "thirdparty/misc/triangulator.h"
/* this implementation is very inefficient, commenting unless bugs happen. See the other one.
bool Geometry::is_point_in_polygon(const Vector2 &p_point, const Vector<Vector2> &p_polygon) {
Vector<int> indices = Geometry::triangulate_polygon(p_polygon);
for (int j = 0; j + 3 <= indices.size(); j += 3) {
int i1 = indices[j], i2 = indices[j + 1], i3 = indices[j + 2];
if (Geometry::is_point_in_triangle(p_point, p_polygon[i1], p_polygon[i2], p_polygon[i3]))
return true;
}
return false;
}
*/
void Geometry::MeshData::optimize_vertices() {
Map<int, int> vtx_remap;
for (int i = 0; i < faces.size(); i++) {
for (int j = 0; j < faces[i].indices.size(); j++) {
int idx = faces[i].indices[j];
if (!vtx_remap.has(idx)) {
int ni = vtx_remap.size();
vtx_remap[idx] = ni;
}
faces.write[i].indices.write[j] = vtx_remap[idx];
}
}
for (int i = 0; i < edges.size(); i++) {
int a = edges[i].a;
int b = edges[i].b;
if (!vtx_remap.has(a)) {
int ni = vtx_remap.size();
vtx_remap[a] = ni;
}
if (!vtx_remap.has(b)) {
int ni = vtx_remap.size();
vtx_remap[b] = ni;
}
edges.write[i].a = vtx_remap[a];
edges.write[i].b = vtx_remap[b];
}
Vector<Vector3> new_vertices;
new_vertices.resize(vtx_remap.size());
for (int i = 0; i < vertices.size(); i++) {
if (vtx_remap.has(i))
new_vertices.write[vtx_remap[i]] = vertices[i];
}
vertices = new_vertices;
}
Vector<Vector<Vector2> > (*Geometry::_decompose_func)(const Vector<Vector2> &p_polygon) = NULL;
struct _FaceClassify {
struct _Link {
int face;
int edge;
void clear() {
face = -1;
edge = -1;
}
_Link() {
face = -1;
edge = -1;
}
};
bool valid;
int group;
_Link links[3];
Face3 face;
_FaceClassify() {
group = -1;
valid = false;
};
};
static bool _connect_faces(_FaceClassify *p_faces, int len, int p_group) {
/* connect faces, error will occur if an edge is shared between more than 2 faces */
/* clear connections */
bool error = false;
for (int i = 0; i < len; i++) {
for (int j = 0; j < 3; j++) {
p_faces[i].links[j].clear();
}
}
for (int i = 0; i < len; i++) {
if (p_faces[i].group != p_group)
continue;
for (int j = i + 1; j < len; j++) {
if (p_faces[j].group != p_group)
continue;
for (int k = 0; k < 3; k++) {
Vector3 vi1 = p_faces[i].face.vertex[k];
Vector3 vi2 = p_faces[i].face.vertex[(k + 1) % 3];
for (int l = 0; l < 3; l++) {
Vector3 vj2 = p_faces[j].face.vertex[l];
Vector3 vj1 = p_faces[j].face.vertex[(l + 1) % 3];
if (vi1.distance_to(vj1) < 0.00001 &&
vi2.distance_to(vj2) < 0.00001) {
if (p_faces[i].links[k].face != -1) {
ERR_PRINT("already linked\n");
error = true;
break;
}
if (p_faces[j].links[l].face != -1) {
ERR_PRINT("already linked\n");
error = true;
break;
}
p_faces[i].links[k].face = j;
p_faces[i].links[k].edge = l;
p_faces[j].links[l].face = i;
p_faces[j].links[l].edge = k;
}
}
if (error)
break;
}
if (error)
break;
}
if (error)
break;
}
for (int i = 0; i < len; i++) {
p_faces[i].valid = true;
for (int j = 0; j < 3; j++) {
if (p_faces[i].links[j].face == -1)
p_faces[i].valid = false;
}
/*printf("face %i is valid: %i, group %i. connected to %i:%i,%i:%i,%i:%i\n",i,p_faces[i].valid,p_faces[i].group,
p_faces[i].links[0].face,
p_faces[i].links[0].edge,
p_faces[i].links[1].face,
p_faces[i].links[1].edge,
p_faces[i].links[2].face,
p_faces[i].links[2].edge);*/
}
return error;
}
static bool _group_face(_FaceClassify *p_faces, int len, int p_index, int p_group) {
if (p_faces[p_index].group >= 0)
return false;
p_faces[p_index].group = p_group;
for (int i = 0; i < 3; i++) {
ERR_FAIL_INDEX_V(p_faces[p_index].links[i].face, len, true);
_group_face(p_faces, len, p_faces[p_index].links[i].face, p_group);
}
return true;
}
PoolVector<PoolVector<Face3> > Geometry::separate_objects(PoolVector<Face3> p_array) {
PoolVector<PoolVector<Face3> > objects;
int len = p_array.size();
PoolVector<Face3>::Read r = p_array.read();
const Face3 *arrayptr = r.ptr();
PoolVector<_FaceClassify> fc;
fc.resize(len);
PoolVector<_FaceClassify>::Write fcw = fc.write();
_FaceClassify *_fcptr = fcw.ptr();
for (int i = 0; i < len; i++) {
_fcptr[i].face = arrayptr[i];
}
bool error = _connect_faces(_fcptr, len, -1);
if (error) {
ERR_FAIL_COND_V(error, PoolVector<PoolVector<Face3> >()); // invalid geometry
}
/* group connected faces in separate objects */
int group = 0;
for (int i = 0; i < len; i++) {
if (!_fcptr[i].valid)
continue;
if (_group_face(_fcptr, len, i, group)) {
group++;
}
}
/* group connected faces in separate objects */
for (int i = 0; i < len; i++) {
_fcptr[i].face = arrayptr[i];
}
if (group >= 0) {
objects.resize(group);
PoolVector<PoolVector<Face3> >::Write obw = objects.write();
PoolVector<Face3> *group_faces = obw.ptr();
for (int i = 0; i < len; i++) {
if (!_fcptr[i].valid)
continue;
if (_fcptr[i].group >= 0 && _fcptr[i].group < group) {
group_faces[_fcptr[i].group].push_back(_fcptr[i].face);
}
}
}
return objects;
}
/*** GEOMETRY WRAPPER ***/
enum _CellFlags {
_CELL_SOLID = 1,
_CELL_EXTERIOR = 2,
_CELL_STEP_MASK = 0x1C,
_CELL_STEP_NONE = 0 << 2,
_CELL_STEP_Y_POS = 1 << 2,
_CELL_STEP_Y_NEG = 2 << 2,
_CELL_STEP_X_POS = 3 << 2,
_CELL_STEP_X_NEG = 4 << 2,
_CELL_STEP_Z_POS = 5 << 2,
_CELL_STEP_Z_NEG = 6 << 2,
_CELL_STEP_DONE = 7 << 2,
_CELL_PREV_MASK = 0xE0,
_CELL_PREV_NONE = 0 << 5,
_CELL_PREV_Y_POS = 1 << 5,
_CELL_PREV_Y_NEG = 2 << 5,
_CELL_PREV_X_POS = 3 << 5,
_CELL_PREV_X_NEG = 4 << 5,
_CELL_PREV_Z_POS = 5 << 5,
_CELL_PREV_Z_NEG = 6 << 5,
_CELL_PREV_FIRST = 7 << 5,
};
static inline void _plot_face(uint8_t ***p_cell_status, int x, int y, int z, int len_x, int len_y, int len_z, const Vector3 &voxelsize, const Face3 &p_face) {
AABB aabb(Vector3(x, y, z), Vector3(len_x, len_y, len_z));
aabb.position = aabb.position * voxelsize;
aabb.size = aabb.size * voxelsize;
if (!p_face.intersects_aabb(aabb))
return;
if (len_x == 1 && len_y == 1 && len_z == 1) {
p_cell_status[x][y][z] = _CELL_SOLID;
return;
}
int div_x = len_x > 1 ? 2 : 1;
int div_y = len_y > 1 ? 2 : 1;
int div_z = len_z > 1 ? 2 : 1;
#define _SPLIT(m_i, m_div, m_v, m_len_v, m_new_v, m_new_len_v) \
if (m_div == 1) { \
m_new_v = m_v; \
m_new_len_v = 1; \
} else if (m_i == 0) { \
m_new_v = m_v; \
m_new_len_v = m_len_v / 2; \
} else { \
m_new_v = m_v + m_len_v / 2; \
m_new_len_v = m_len_v - m_len_v / 2; \
}
int new_x;
int new_len_x;
int new_y;
int new_len_y;
int new_z;
int new_len_z;
for (int i = 0; i < div_x; i++) {
_SPLIT(i, div_x, x, len_x, new_x, new_len_x);
for (int j = 0; j < div_y; j++) {
_SPLIT(j, div_y, y, len_y, new_y, new_len_y);
for (int k = 0; k < div_z; k++) {
_SPLIT(k, div_z, z, len_z, new_z, new_len_z);
_plot_face(p_cell_status, new_x, new_y, new_z, new_len_x, new_len_y, new_len_z, voxelsize, p_face);
}
}
}
}
static inline void _mark_outside(uint8_t ***p_cell_status, int x, int y, int z, int len_x, int len_y, int len_z) {
if (p_cell_status[x][y][z] & 3)
return; // nothing to do, already used and/or visited
p_cell_status[x][y][z] = _CELL_PREV_FIRST;
while (true) {
uint8_t &c = p_cell_status[x][y][z];
//printf("at %i,%i,%i\n",x,y,z);
if ((c & _CELL_STEP_MASK) == _CELL_STEP_NONE) {
/* Haven't been in here, mark as outside */
p_cell_status[x][y][z] |= _CELL_EXTERIOR;
//printf("not marked as anything, marking exterior\n");
}
//printf("cell step is %i\n",(c&_CELL_STEP_MASK));
if ((c & _CELL_STEP_MASK) != _CELL_STEP_DONE) {
/* if not done, increase step */
c += 1 << 2;
//printf("incrementing cell step\n");
}
if ((c & _CELL_STEP_MASK) == _CELL_STEP_DONE) {
/* Go back */
//printf("done, going back a cell\n");
switch (c & _CELL_PREV_MASK) {
case _CELL_PREV_FIRST: {
//printf("at end, finished marking\n");
return;
} break;
case _CELL_PREV_Y_POS: {
y++;
ERR_FAIL_COND(y >= len_y);
} break;
case _CELL_PREV_Y_NEG: {
y--;
ERR_FAIL_COND(y < 0);
} break;
case _CELL_PREV_X_POS: {
x++;
ERR_FAIL_COND(x >= len_x);
} break;
case _CELL_PREV_X_NEG: {
x--;
ERR_FAIL_COND(x < 0);
} break;
case _CELL_PREV_Z_POS: {
z++;
ERR_FAIL_COND(z >= len_z);
} break;
case _CELL_PREV_Z_NEG: {
z--;
ERR_FAIL_COND(z < 0);
} break;
default: {
ERR_FAIL();
}
}
continue;
}
//printf("attempting new cell!\n");
int next_x = x, next_y = y, next_z = z;
uint8_t prev = 0;
switch (c & _CELL_STEP_MASK) {
case _CELL_STEP_Y_POS: {
next_y++;
prev = _CELL_PREV_Y_NEG;
} break;
case _CELL_STEP_Y_NEG: {
next_y--;
prev = _CELL_PREV_Y_POS;
} break;
case _CELL_STEP_X_POS: {
next_x++;
prev = _CELL_PREV_X_NEG;
} break;
case _CELL_STEP_X_NEG: {
next_x--;
prev = _CELL_PREV_X_POS;
} break;
case _CELL_STEP_Z_POS: {
next_z++;
prev = _CELL_PREV_Z_NEG;
} break;
case _CELL_STEP_Z_NEG: {
next_z--;
prev = _CELL_PREV_Z_POS;
} break;
default: ERR_FAIL();
}
//printf("testing if new cell will be ok...!\n");
if (next_x < 0 || next_x >= len_x)
continue;
if (next_y < 0 || next_y >= len_y)
continue;
if (next_z < 0 || next_z >= len_z)
continue;
//printf("testing if new cell is traversable\n");
if (p_cell_status[next_x][next_y][next_z] & 3)
continue;
//printf("move to it\n");
x = next_x;
y = next_y;
z = next_z;
p_cell_status[x][y][z] |= prev;
}
}
static inline void _build_faces(uint8_t ***p_cell_status, int x, int y, int z, int len_x, int len_y, int len_z, PoolVector<Face3> &p_faces) {
ERR_FAIL_INDEX(x, len_x);
ERR_FAIL_INDEX(y, len_y);
ERR_FAIL_INDEX(z, len_z);
if (p_cell_status[x][y][z] & _CELL_EXTERIOR)
return;
/* static const Vector3 vertices[8]={
Vector3(0,0,0),
Vector3(0,0,1),
Vector3(0,1,0),
Vector3(0,1,1),
Vector3(1,0,0),
Vector3(1,0,1),
Vector3(1,1,0),
Vector3(1,1,1),
};
*/
#define vert(m_idx) Vector3(((m_idx)&4) >> 2, ((m_idx)&2) >> 1, (m_idx)&1)
static const uint8_t indices[6][4] = {
{ 7, 6, 4, 5 },
{ 7, 3, 2, 6 },
{ 7, 5, 1, 3 },
{ 0, 2, 3, 1 },
{ 0, 1, 5, 4 },
{ 0, 4, 6, 2 },
};
/*
{0,1,2,3},
{0,1,4,5},
{0,2,4,6},
{4,5,6,7},
{2,3,7,6},
{1,3,5,7},
{0,2,3,1},
{0,1,5,4},
{0,4,6,2},
{7,6,4,5},
{7,3,2,6},
{7,5,1,3},
*/
for (int i = 0; i < 6; i++) {
Vector3 face_points[4];
int disp_x = x + ((i % 3) == 0 ? ((i < 3) ? 1 : -1) : 0);
int disp_y = y + (((i - 1) % 3) == 0 ? ((i < 3) ? 1 : -1) : 0);
int disp_z = z + (((i - 2) % 3) == 0 ? ((i < 3) ? 1 : -1) : 0);
bool plot = false;
if (disp_x < 0 || disp_x >= len_x)
plot = true;
if (disp_y < 0 || disp_y >= len_y)
plot = true;
if (disp_z < 0 || disp_z >= len_z)
plot = true;
if (!plot && (p_cell_status[disp_x][disp_y][disp_z] & _CELL_EXTERIOR))
plot = true;
if (!plot)
continue;
for (int j = 0; j < 4; j++)
face_points[j] = vert(indices[i][j]) + Vector3(x, y, z);
p_faces.push_back(
Face3(
face_points[0],
face_points[1],
face_points[2]));
p_faces.push_back(
Face3(
face_points[2],
face_points[3],
face_points[0]));
}
}
PoolVector<Face3> Geometry::wrap_geometry(PoolVector<Face3> p_array, real_t *p_error) {
#define _MIN_SIZE 1.0
#define _MAX_LENGTH 20
int face_count = p_array.size();
PoolVector<Face3>::Read facesr = p_array.read();
const Face3 *faces = facesr.ptr();
AABB global_aabb;
for (int i = 0; i < face_count; i++) {
if (i == 0) {
global_aabb = faces[i].get_aabb();
} else {
global_aabb.merge_with(faces[i].get_aabb());
}
}
global_aabb.grow_by(0.01); // avoid numerical error
// determine amount of cells in grid axis
int div_x, div_y, div_z;
if (global_aabb.size.x / _MIN_SIZE < _MAX_LENGTH)
div_x = (int)(global_aabb.size.x / _MIN_SIZE) + 1;
else
div_x = _MAX_LENGTH;
if (global_aabb.size.y / _MIN_SIZE < _MAX_LENGTH)
div_y = (int)(global_aabb.size.y / _MIN_SIZE) + 1;
else
div_y = _MAX_LENGTH;
if (global_aabb.size.z / _MIN_SIZE < _MAX_LENGTH)
div_z = (int)(global_aabb.size.z / _MIN_SIZE) + 1;
else
div_z = _MAX_LENGTH;
Vector3 voxelsize = global_aabb.size;
voxelsize.x /= div_x;
voxelsize.y /= div_y;
voxelsize.z /= div_z;
// create and initialize cells to zero
uint8_t ***cell_status = memnew_arr(uint8_t **, div_x);
for (int i = 0; i < div_x; i++) {
cell_status[i] = memnew_arr(uint8_t *, div_y);
for (int j = 0; j < div_y; j++) {
cell_status[i][j] = memnew_arr(uint8_t, div_z);
for (int k = 0; k < div_z; k++) {
cell_status[i][j][k] = 0;
}
}
}
// plot faces into cells
for (int i = 0; i < face_count; i++) {
Face3 f = faces[i];
for (int j = 0; j < 3; j++) {
f.vertex[j] -= global_aabb.position;
}
_plot_face(cell_status, 0, 0, 0, div_x, div_y, div_z, voxelsize, f);
}
// determine which cells connect to the outside by traversing the outside and recursively flood-fill marking
for (int i = 0; i < div_x; i++) {
for (int j = 0; j < div_y; j++) {
_mark_outside(cell_status, i, j, 0, div_x, div_y, div_z);
_mark_outside(cell_status, i, j, div_z - 1, div_x, div_y, div_z);
}
}
for (int i = 0; i < div_z; i++) {
for (int j = 0; j < div_y; j++) {
_mark_outside(cell_status, 0, j, i, div_x, div_y, div_z);
_mark_outside(cell_status, div_x - 1, j, i, div_x, div_y, div_z);
}
}
for (int i = 0; i < div_x; i++) {
for (int j = 0; j < div_z; j++) {
_mark_outside(cell_status, i, 0, j, div_x, div_y, div_z);
_mark_outside(cell_status, i, div_y - 1, j, div_x, div_y, div_z);
}
}
// build faces for the inside-outside cell divisors
PoolVector<Face3> wrapped_faces;
for (int i = 0; i < div_x; i++) {
for (int j = 0; j < div_y; j++) {
for (int k = 0; k < div_z; k++) {
_build_faces(cell_status, i, j, k, div_x, div_y, div_z, wrapped_faces);
}
}
}
// transform face vertices to global coords
int wrapped_faces_count = wrapped_faces.size();
PoolVector<Face3>::Write wrapped_facesw = wrapped_faces.write();
Face3 *wrapped_faces_ptr = wrapped_facesw.ptr();
for (int i = 0; i < wrapped_faces_count; i++) {
for (int j = 0; j < 3; j++) {
Vector3 &v = wrapped_faces_ptr[i].vertex[j];
v = v * voxelsize;
v += global_aabb.position;
}
}
// clean up grid
for (int i = 0; i < div_x; i++) {
for (int j = 0; j < div_y; j++) {
memdelete_arr(cell_status[i][j]);
}
memdelete_arr(cell_status[i]);
}
memdelete_arr(cell_status);
if (p_error)
*p_error = voxelsize.length();
return wrapped_faces;
}
Vector<Vector<Vector2> > Geometry::decompose_polygon_in_convex(Vector<Point2> polygon) {
Vector<Vector<Vector2> > decomp;
List<TriangulatorPoly> in_poly, out_poly;
TriangulatorPoly inp;
inp.Init(polygon.size());
for (int i = 0; i < polygon.size(); i++) {
inp.GetPoint(i) = polygon[i];
}
inp.SetOrientation(TRIANGULATOR_CCW);
in_poly.push_back(inp);
TriangulatorPartition tpart;
if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { //failed!
ERR_PRINT("Convex decomposing failed!");
return decomp;
}
decomp.resize(out_poly.size());
int idx = 0;
for (List<TriangulatorPoly>::Element *I = out_poly.front(); I; I = I->next()) {
TriangulatorPoly &tp = I->get();
decomp.write[idx].resize(tp.GetNumPoints());
for (int i = 0; i < tp.GetNumPoints(); i++) {
decomp.write[idx].write[i] = tp.GetPoint(i);
}
idx++;
}
return decomp;
}
Geometry::MeshData Geometry::build_convex_mesh(const PoolVector<Plane> &p_planes) {
MeshData mesh;
#define SUBPLANE_SIZE 1024.0
real_t subplane_size = 1024.0; // should compute this from the actual plane
for (int i = 0; i < p_planes.size(); i++) {
Plane p = p_planes[i];
Vector3 ref = Vector3(0.0, 1.0, 0.0);
if (ABS(p.normal.dot(ref)) > 0.95)
ref = Vector3(0.0, 0.0, 1.0); // change axis
Vector3 right = p.normal.cross(ref).normalized();
Vector3 up = p.normal.cross(right).normalized();
Vector<Vector3> vertices;
Vector3 center = p.get_any_point();
// make a quad clockwise
vertices.push_back(center - up * subplane_size + right * subplane_size);
vertices.push_back(center - up * subplane_size - right * subplane_size);
vertices.push_back(center + up * subplane_size - right * subplane_size);
vertices.push_back(center + up * subplane_size + right * subplane_size);
for (int j = 0; j < p_planes.size(); j++) {
if (j == i)
continue;
Vector<Vector3> new_vertices;
Plane clip = p_planes[j];
if (clip.normal.dot(p.normal) > 0.95)
continue;
if (vertices.size() < 3)
break;
for (int k = 0; k < vertices.size(); k++) {
int k_n = (k + 1) % vertices.size();
Vector3 edge0_A = vertices[k];
Vector3 edge1_A = vertices[k_n];
real_t dist0 = clip.distance_to(edge0_A);
real_t dist1 = clip.distance_to(edge1_A);
if (dist0 <= 0) { // behind plane
new_vertices.push_back(vertices[k]);
}
// check for different sides and non coplanar
if ((dist0 * dist1) < 0) {
// calculate intersection
Vector3 rel = edge1_A - edge0_A;
real_t den = clip.normal.dot(rel);
if (Math::is_zero_approx(den))
continue; // point too short
real_t dist = -(clip.normal.dot(edge0_A) - clip.d) / den;
Vector3 inters = edge0_A + rel * dist;
new_vertices.push_back(inters);
}
}
vertices = new_vertices;
}
if (vertices.size() < 3)
continue;
//result is a clockwise face
MeshData::Face face;
// add face indices
for (int j = 0; j < vertices.size(); j++) {
int idx = -1;
for (int k = 0; k < mesh.vertices.size(); k++) {
if (mesh.vertices[k].distance_to(vertices[j]) < 0.001) {
idx = k;
break;
}
}
if (idx == -1) {
idx = mesh.vertices.size();
mesh.vertices.push_back(vertices[j]);
}
face.indices.push_back(idx);
}
face.plane = p;
mesh.faces.push_back(face);
//add edge
for (int j = 0; j < face.indices.size(); j++) {
int a = face.indices[j];
int b = face.indices[(j + 1) % face.indices.size()];
bool found = false;
for (int k = 0; k < mesh.edges.size(); k++) {
if (mesh.edges[k].a == a && mesh.edges[k].b == b) {
found = true;
break;
}
if (mesh.edges[k].b == a && mesh.edges[k].a == b) {
found = true;
break;
}
}
if (found)
continue;
MeshData::Edge edge;
edge.a = a;
edge.b = b;
mesh.edges.push_back(edge);
}
}
return mesh;
}
PoolVector<Plane> Geometry::build_box_planes(const Vector3 &p_extents) {
PoolVector<Plane> planes;
planes.push_back(Plane(Vector3(1, 0, 0), p_extents.x));
planes.push_back(Plane(Vector3(-1, 0, 0), p_extents.x));
planes.push_back(Plane(Vector3(0, 1, 0), p_extents.y));
planes.push_back(Plane(Vector3(0, -1, 0), p_extents.y));
planes.push_back(Plane(Vector3(0, 0, 1), p_extents.z));
planes.push_back(Plane(Vector3(0, 0, -1), p_extents.z));
return planes;
}
PoolVector<Plane> Geometry::build_cylinder_planes(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis) {
PoolVector<Plane> planes;
for (int i = 0; i < p_sides; i++) {
Vector3 normal;
normal[(p_axis + 1) % 3] = Math::cos(i * (2.0 * Math_PI) / p_sides);
normal[(p_axis + 2) % 3] = Math::sin(i * (2.0 * Math_PI) / p_sides);
planes.push_back(Plane(normal, p_radius));
}
Vector3 axis;
axis[p_axis] = 1.0;
planes.push_back(Plane(axis, p_height * 0.5));
planes.push_back(Plane(-axis, p_height * 0.5));
return planes;
}
PoolVector<Plane> Geometry::build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis) {
PoolVector<Plane> planes;
Vector3 axis;
axis[p_axis] = 1.0;
Vector3 axis_neg;
axis_neg[(p_axis + 1) % 3] = 1.0;
axis_neg[(p_axis + 2) % 3] = 1.0;
axis_neg[p_axis] = -1.0;
for (int i = 0; i < p_lons; i++) {
Vector3 normal;
normal[(p_axis + 1) % 3] = Math::cos(i * (2.0 * Math_PI) / p_lons);
normal[(p_axis + 2) % 3] = Math::sin(i * (2.0 * Math_PI) / p_lons);
planes.push_back(Plane(normal, p_radius));
for (int j = 1; j <= p_lats; j++) {
//todo this is stupid, fix
Vector3 angle = normal.linear_interpolate(axis, j / (real_t)p_lats).normalized();
Vector3 pos = angle * p_radius;
planes.push_back(Plane(pos, angle));
planes.push_back(Plane(pos * axis_neg, angle * axis_neg));
}
}
return planes;
}
PoolVector<Plane> Geometry::build_capsule_planes(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis) {
PoolVector<Plane> planes;
Vector3 axis;
axis[p_axis] = 1.0;
Vector3 axis_neg;
axis_neg[(p_axis + 1) % 3] = 1.0;
axis_neg[(p_axis + 2) % 3] = 1.0;
axis_neg[p_axis] = -1.0;
for (int i = 0; i < p_sides; i++) {
Vector3 normal;
normal[(p_axis + 1) % 3] = Math::cos(i * (2.0 * Math_PI) / p_sides);
normal[(p_axis + 2) % 3] = Math::sin(i * (2.0 * Math_PI) / p_sides);
planes.push_back(Plane(normal, p_radius));
for (int j = 1; j <= p_lats; j++) {
Vector3 angle = normal.linear_interpolate(axis, j / (real_t)p_lats).normalized();
Vector3 pos = axis * p_height * 0.5 + angle * p_radius;
planes.push_back(Plane(pos, angle));
planes.push_back(Plane(pos * axis_neg, angle * axis_neg));
}
}
return planes;
}
struct _AtlasWorkRect {
Size2i s;
Point2i p;
int idx;
_FORCE_INLINE_ bool operator<(const _AtlasWorkRect &p_r) const { return s.width > p_r.s.width; };
};
struct _AtlasWorkRectResult {
Vector<_AtlasWorkRect> result;
int max_w;
int max_h;
};
void Geometry::make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_result, Size2i &r_size) {
//super simple, almost brute force scanline stacking fitter
//it's pretty basic for now, but it tries to make sure that the aspect ratio of the
//resulting atlas is somehow square. This is necessary because video cards have limits
//on texture size (usually 2048 or 4096), so the more square a texture, the more chances
//it will work in every hardware.
// for example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a
// 256x8192 atlas (won't work anywhere).
ERR_FAIL_COND(p_rects.size() == 0);
Vector<_AtlasWorkRect> wrects;
wrects.resize(p_rects.size());
for (int i = 0; i < p_rects.size(); i++) {
wrects.write[i].s = p_rects[i];
wrects.write[i].idx = i;
}
wrects.sort();
int widest = wrects[0].s.width;
Vector<_AtlasWorkRectResult> results;
for (int i = 0; i <= 12; i++) {
int w = 1 << i;
int max_h = 0;
int max_w = 0;
if (w < widest)
continue;
Vector<int> hmax;
hmax.resize(w);
for (int j = 0; j < w; j++)
hmax.write[j] = 0;
//place them
int ofs = 0;
int limit_h = 0;
for (int j = 0; j < wrects.size(); j++) {
if (ofs + wrects[j].s.width > w) {
ofs = 0;
}
int from_y = 0;
for (int k = 0; k < wrects[j].s.width; k++) {
if (hmax[ofs + k] > from_y)
from_y = hmax[ofs + k];
}
wrects.write[j].p.x = ofs;
wrects.write[j].p.y = from_y;
int end_h = from_y + wrects[j].s.height;
int end_w = ofs + wrects[j].s.width;
if (ofs == 0)
limit_h = end_h;
for (int k = 0; k < wrects[j].s.width; k++) {
hmax.write[ofs + k] = end_h;
}
if (end_h > max_h)
max_h = end_h;
if (end_w > max_w)
max_w = end_w;
if (ofs == 0 || end_h > limit_h) //while h limit not reached, keep stacking
ofs += wrects[j].s.width;
}
_AtlasWorkRectResult result;
result.result = wrects;
result.max_h = max_h;
result.max_w = max_w;
results.push_back(result);
}
//find the result with the best aspect ratio
int best = -1;
real_t best_aspect = 1e20;
for (int i = 0; i < results.size(); i++) {
real_t h = next_power_of_2(results[i].max_h);
real_t w = next_power_of_2(results[i].max_w);
real_t aspect = h > w ? h / w : w / h;
if (aspect < best_aspect) {
best = i;
best_aspect = aspect;
}
}
r_result.resize(p_rects.size());
for (int i = 0; i < p_rects.size(); i++) {
r_result.write[results[best].result[i].idx] = results[best].result[i].p;
}
r_size = Size2(results[best].max_w, results[best].max_h);
}