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- /*************************************************************************/
- /* triangle_mesh.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 "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;
- }
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