123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589 |
- /*************************************************************************/
- /* bsp_tree.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 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 "bsp_tree.h"
- #include "error_macros.h"
- #include "print_string.h"
- void BSP_Tree::from_aabb(const AABB &p_aabb) {
- planes.clear();
- for (int i = 0; i < 3; i++) {
- Vector3 n;
- n[i] = 1;
- planes.push_back(Plane(n, p_aabb.pos[i] + p_aabb.size[i]));
- planes.push_back(Plane(-n, -p_aabb.pos[i]));
- }
- nodes.clear();
- for (int i = 0; i < 6; i++) {
- Node n;
- n.plane = i;
- n.under = (i == 0) ? UNDER_LEAF : i - 1;
- n.over = OVER_LEAF;
- nodes.push_back(n);
- }
- aabb = p_aabb;
- error_radius = 0;
- }
- Vector<BSP_Tree::Node> BSP_Tree::get_nodes() const {
- return nodes;
- }
- Vector<Plane> BSP_Tree::get_planes() const {
- return planes;
- }
- AABB BSP_Tree::get_aabb() const {
- return aabb;
- }
- int BSP_Tree::_get_points_inside(int p_node, const Vector3 *p_points, int *p_indices, const Vector3 &p_center, const Vector3 &p_half_extents, int p_indices_count) const {
- const Node *node = &nodes[p_node];
- const Plane &p = planes[node->plane];
- Vector3 min(
- (p.normal.x > 0) ? -p_half_extents.x : p_half_extents.x,
- (p.normal.y > 0) ? -p_half_extents.y : p_half_extents.y,
- (p.normal.z > 0) ? -p_half_extents.z : p_half_extents.z);
- Vector3 max = -min;
- max += p_center;
- min += p_center;
- float dist_min = p.distance_to(min);
- float dist_max = p.distance_to(max);
- if ((dist_min * dist_max) < CMP_EPSILON) { //intersection, test point by point
- int under_count = 0;
- //sort points, so the are under first, over last
- for (int i = 0; i < p_indices_count; i++) {
- int index = p_indices[i];
- if (p.is_point_over(p_points[index])) {
- // kind of slow (but cache friendly), should try something else,
- // but this is a corner case most of the time
- for (int j = index; j < p_indices_count - 1; j++)
- p_indices[j] = p_indices[j + 1];
- p_indices[p_indices_count - 1] = index;
- } else {
- under_count++;
- }
- }
- int total = 0;
- if (under_count > 0) {
- if (node->under == UNDER_LEAF) {
- total += under_count;
- } else {
- total += _get_points_inside(node->under, p_points, p_indices, p_center, p_half_extents, under_count);
- }
- }
- if (under_count != p_indices_count) {
- if (node->over == OVER_LEAF) {
- //total+=0 //if they are over an OVER_LEAF, they are outside the model
- } else {
- total += _get_points_inside(node->over, p_points, &p_indices[under_count], p_center, p_half_extents, p_indices_count - under_count);
- }
- }
- return total;
- } else if (dist_min > 0) { //all points over plane
- if (node->over == OVER_LEAF) {
- return 0; // all these points are not visible
- }
- return _get_points_inside(node->over, p_points, p_indices, p_center, p_half_extents, p_indices_count);
- } else if (dist_min <= 0) { //all points behind plane
- if (node->under == UNDER_LEAF) {
- return p_indices_count; // all these points are visible
- }
- return _get_points_inside(node->under, p_points, p_indices, p_center, p_half_extents, p_indices_count);
- }
- return 0;
- }
- int BSP_Tree::get_points_inside(const Vector3 *p_points, int p_point_count) const {
- if (nodes.size() == 0)
- return 0;
- #if 1
- //this version is easier to debug, and and MUCH faster in real world cases
- int pass_count = 0;
- const Node *nodesptr = &nodes[0];
- const Plane *planesptr = &planes[0];
- int plane_count = planes.size();
- int node_count = nodes.size();
- if (node_count == 0) // no nodes!
- return 0;
- for (int i = 0; i < p_point_count; i++) {
- const Vector3 &point = p_points[i];
- if (!aabb.has_point(point)) {
- continue;
- }
- int idx = node_count - 1;
- bool pass = false;
- while (true) {
- if (idx == OVER_LEAF) {
- pass = false;
- break;
- } else if (idx == UNDER_LEAF) {
- pass = true;
- break;
- }
- uint16_t plane = nodesptr[idx].plane;
- #ifdef DEBUG_ENABLED
- ERR_FAIL_INDEX_V(plane, plane_count, false);
- #endif
- idx = planesptr[nodesptr[idx].plane].is_point_over(point) ? nodes[idx].over : nodes[idx].under;
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND_V(idx < MAX_NODES && idx >= node_count, false);
- #endif
- }
- if (pass)
- pass_count++;
- }
- return pass_count;
- #else
- //this version scales better but it's slower for real world cases
- int *indices = (int *)alloca(p_point_count * sizeof(int));
- AABB bounds;
- for (int i = 0; i < p_point_count; i++) {
- indices[i] = i;
- if (i == 0)
- bounds.pos = p_points[i];
- else
- bounds.expand_to(p_points[i]);
- }
- Vector3 half_extents = bounds.size / 2.0;
- return _get_points_inside(nodes.size() + 1, p_points, indices, bounds.pos + half_extents, half_extents, p_point_count);
- #endif
- }
- bool BSP_Tree::point_is_inside(const Vector3 &p_point) const {
- if (!aabb.has_point(p_point)) {
- return false;
- }
- int node_count = nodes.size();
- if (node_count == 0) // no nodes!
- return false;
- const Node *nodesptr = &nodes[0];
- const Plane *planesptr = &planes[0];
- int plane_count = planes.size();
- int idx = node_count - 1;
- int steps = 0;
- while (true) {
- if (idx == OVER_LEAF) {
- return false;
- }
- if (idx == UNDER_LEAF) {
- return true;
- }
- uint16_t plane = nodesptr[idx].plane;
- #ifdef DEBUG_ENABLED
- ERR_FAIL_INDEX_V(plane, plane_count, false);
- #endif
- bool over = planesptr[nodesptr[idx].plane].is_point_over(p_point);
- idx = over ? nodes[idx].over : nodes[idx].under;
- #ifdef DEBUG_ENABLED
- ERR_FAIL_COND_V(idx < MAX_NODES && idx >= node_count, false);
- #endif
- steps++;
- }
- return false;
- }
- static int _bsp_find_best_half_plane(const Face3 *p_faces, const Vector<int> &p_indices, float p_tolerance) {
- int ic = p_indices.size();
- const int *indices = p_indices.ptr();
- int best_plane = -1;
- float best_plane_cost = 1e20;
- // Loop to find the polygon that best divides the set.
- for (int i = 0; i < ic; i++) {
- const Face3 &f = p_faces[indices[i]];
- Plane p = f.get_plane();
- int num_over = 0, num_under = 0, num_spanning = 0;
- for (int j = 0; j < ic; j++) {
- if (i == j)
- continue;
- const Face3 &g = p_faces[indices[j]];
- int over = 0, under = 0;
- for (int k = 0; k < 3; k++) {
- float d = p.distance_to(g.vertex[j]);
- if (Math::abs(d) > p_tolerance) {
- if (d > 0)
- over++;
- else
- under++;
- }
- }
- if (over && under)
- num_spanning++;
- else if (over)
- num_over++;
- else
- num_under++;
- }
- //double split_cost = num_spanning / (double) face_count;
- double relation = Math::abs(num_over - num_under) / (double)ic;
- // being honest, i never found a way to add split cost to the mix in a meaninguful way
- // in this engine, also, will likely be ignored anyway
- double plane_cost = /*split_cost +*/ relation;
- //printf("plane %i, %i over, %i under, %i spanning, cost is %g\n",i,num_over,num_under,num_spanning,plane_cost);
- if (plane_cost < best_plane_cost) {
- best_plane = i;
- best_plane_cost = plane_cost;
- }
- }
- return best_plane;
- }
- static int _bsp_create_node(const Face3 *p_faces, const Vector<int> &p_indices, Vector<Plane> &p_planes, Vector<BSP_Tree::Node> &p_nodes, float p_tolerance) {
- ERR_FAIL_COND_V(p_nodes.size() == BSP_Tree::MAX_NODES, -1);
- // should not reach here
- ERR_FAIL_COND_V(p_indices.size() == 0, -1)
- int ic = p_indices.size();
- const int *indices = p_indices.ptr();
- int divisor_idx = _bsp_find_best_half_plane(p_faces, p_indices, p_tolerance);
- // returned error
- ERR_FAIL_COND_V(divisor_idx < 0, -1);
- Vector<int> faces_over;
- Vector<int> faces_under;
- Plane divisor_plane = p_faces[indices[divisor_idx]].get_plane();
- for (int i = 0; i < ic; i++) {
- if (i == divisor_idx)
- continue;
- const Face3 &f = p_faces[indices[i]];
- //if (f.get_plane().is_almost_like(divisor_plane))
- // continue;
- int over_count = 0;
- int under_count = 0;
- for (int j = 0; j < 3; j++) {
- float d = divisor_plane.distance_to(f.vertex[j]);
- if (Math::abs(d) > p_tolerance) {
- if (d > 0)
- over_count++;
- else
- under_count++;
- }
- }
- if (over_count)
- faces_over.push_back(indices[i]);
- if (under_count)
- faces_under.push_back(indices[i]);
- }
- uint16_t over_idx = BSP_Tree::OVER_LEAF, under_idx = BSP_Tree::UNDER_LEAF;
- if (faces_over.size() > 0) { //have facess above?
- int idx = _bsp_create_node(p_faces, faces_over, p_planes, p_nodes, p_tolerance);
- if (idx >= 0)
- over_idx = idx;
- }
- if (faces_under.size() > 0) { //have facess above?
- int idx = _bsp_create_node(p_faces, faces_under, p_planes, p_nodes, p_tolerance);
- if (idx >= 0)
- under_idx = idx;
- }
- /* Create the node */
- // find existing divisor plane
- int divisor_plane_idx = -1;
- for (int i = 0; i < p_planes.size(); i++) {
- if (p_planes[i].is_almost_like(divisor_plane)) {
- divisor_plane_idx = i;
- break;
- }
- }
- if (divisor_plane_idx == -1) {
- ERR_FAIL_COND_V(p_planes.size() == BSP_Tree::MAX_PLANES, -1);
- divisor_plane_idx = p_planes.size();
- p_planes.push_back(divisor_plane);
- }
- BSP_Tree::Node node;
- node.plane = divisor_plane_idx;
- node.under = under_idx;
- node.over = over_idx;
- p_nodes.push_back(node);
- return p_nodes.size() - 1;
- }
- BSP_Tree::operator Variant() const {
- Dictionary d;
- d["error_radius"] = error_radius;
- Vector<float> plane_values;
- plane_values.resize(planes.size() * 4);
- for (int i = 0; i < planes.size(); i++) {
- plane_values[i * 4 + 0] = planes[i].normal.x;
- plane_values[i * 4 + 1] = planes[i].normal.y;
- plane_values[i * 4 + 2] = planes[i].normal.z;
- plane_values[i * 4 + 3] = planes[i].d;
- }
- d["planes"] = plane_values;
- DVector<int> dst_nodes;
- dst_nodes.resize(nodes.size() * 3);
- for (int i = 0; i < nodes.size(); i++) {
- dst_nodes.set(i * 3 + 0, nodes[i].over);
- dst_nodes.set(i * 3 + 1, nodes[i].under);
- dst_nodes.set(i * 3 + 2, nodes[i].plane);
- }
- d["nodes"] = dst_nodes;
- d["aabb"] = aabb;
- return Variant(d);
- }
- BSP_Tree::BSP_Tree() {
- }
- BSP_Tree::BSP_Tree(const Variant &p_variant) {
- Dictionary d = p_variant;
- ERR_FAIL_COND(!d.has("nodes"));
- ERR_FAIL_COND(!d.has("planes"));
- ERR_FAIL_COND(!d.has("aabb"));
- ERR_FAIL_COND(!d.has("error_radius"));
- DVector<int> src_nodes = d["nodes"];
- ERR_FAIL_COND(src_nodes.size() % 3);
- if (d["planes"].get_type() == Variant::REAL_ARRAY) {
- DVector<float> src_planes = d["planes"];
- int plane_count = src_planes.size();
- ERR_FAIL_COND(plane_count % 4);
- planes.resize(plane_count / 4);
- if (plane_count) {
- DVector<float>::Read r = src_planes.read();
- for (int i = 0; i < plane_count / 4; i++) {
- planes[i].normal.x = r[i * 4 + 0];
- planes[i].normal.y = r[i * 4 + 1];
- planes[i].normal.z = r[i * 4 + 2];
- planes[i].d = r[i * 4 + 3];
- }
- }
- } else {
- planes = d["planes"];
- }
- error_radius = d["error"];
- aabb = d["aabb"];
- // int node_count = src_nodes.size();
- nodes.resize(src_nodes.size() / 3);
- DVector<int>::Read r = src_nodes.read();
- for (int i = 0; i < nodes.size(); i++) {
- nodes[i].over = r[i * 3 + 0];
- nodes[i].under = r[i * 3 + 1];
- nodes[i].plane = r[i * 3 + 2];
- }
- }
- BSP_Tree::BSP_Tree(const DVector<Face3> &p_faces, float p_error_radius) {
- // compute aabb
- int face_count = p_faces.size();
- DVector<Face3>::Read faces_r = p_faces.read();
- const Face3 *facesptr = faces_r.ptr();
- bool first = true;
- Vector<int> indices;
- for (int i = 0; i < face_count; i++) {
- const Face3 &f = facesptr[i];
- if (f.is_degenerate())
- continue;
- for (int j = 0; j < 3; j++) {
- if (first) {
- aabb.pos = f.vertex[0];
- first = false;
- } else {
- aabb.expand_to(f.vertex[j]);
- }
- }
- indices.push_back(i);
- }
- ERR_FAIL_COND(aabb.has_no_area());
- int top = _bsp_create_node(faces_r.ptr(), indices, planes, nodes, aabb.get_longest_axis_size() * 0.0001);
- if (top < 0) {
- nodes.clear();
- planes.clear();
- ERR_FAIL_COND(top < 0);
- }
- error_radius = p_error_radius;
- }
- BSP_Tree::BSP_Tree(const Vector<Node> &p_nodes, const Vector<Plane> &p_planes, const AABB &p_aabb, float p_error_radius) {
- nodes = p_nodes;
- planes = p_planes;
- aabb = p_aabb;
- error_radius = p_error_radius;
- }
- BSP_Tree::~BSP_Tree() {
- }
|