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- /**************************************************************************/
- /* quick_hull.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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 "quick_hull.h"
- #include "core/templates/rb_map.h"
- uint32_t QuickHull::debug_stop_after = 0xFFFFFFFF;
- Error QuickHull::build(const Vector<Vector3> &p_points, Geometry3D::MeshData &r_mesh) {
- /* CREATE AABB VOLUME */
- AABB aabb;
- for (int i = 0; i < p_points.size(); i++) {
- if (i == 0) {
- aabb.position = p_points[i];
- } else {
- aabb.expand_to(p_points[i]);
- }
- }
- if (aabb.size == Vector3()) {
- return ERR_CANT_CREATE;
- }
- Vector<bool> valid_points;
- valid_points.resize(p_points.size());
- HashSet<Vector3> valid_cache;
- for (int i = 0; i < p_points.size(); i++) {
- Vector3 sp = p_points[i].snapped(Vector3(0.0001, 0.0001, 0.0001));
- if (valid_cache.has(sp)) {
- valid_points.write[i] = false;
- } else {
- valid_points.write[i] = true;
- valid_cache.insert(sp);
- }
- }
- /* CREATE INITIAL SIMPLEX */
- int longest_axis = aabb.get_longest_axis_index();
- //first two vertices are the most distant
- int simplex[4] = { 0 };
- {
- real_t max = 0, min = 0;
- for (int i = 0; i < p_points.size(); i++) {
- if (!valid_points[i]) {
- continue;
- }
- real_t d = p_points[i][longest_axis];
- if (i == 0 || d < min) {
- simplex[0] = i;
- min = d;
- }
- if (i == 0 || d > max) {
- simplex[1] = i;
- max = d;
- }
- }
- }
- //third vertex is one most further away from the line
- {
- real_t maxd = 0;
- Vector3 rel12 = p_points[simplex[0]] - p_points[simplex[1]];
- for (int i = 0; i < p_points.size(); i++) {
- if (!valid_points[i]) {
- continue;
- }
- Vector3 n = rel12.cross(p_points[simplex[0]] - p_points[i]).cross(rel12).normalized();
- real_t d = Math::abs(n.dot(p_points[simplex[0]]) - n.dot(p_points[i]));
- if (i == 0 || d > maxd) {
- maxd = d;
- simplex[2] = i;
- }
- }
- }
- //fourth vertex is the one most further away from the plane
- {
- real_t maxd = 0;
- Plane p(p_points[simplex[0]], p_points[simplex[1]], p_points[simplex[2]]);
- for (int i = 0; i < p_points.size(); i++) {
- if (!valid_points[i]) {
- continue;
- }
- real_t d = Math::abs(p.distance_to(p_points[i]));
- if (i == 0 || d > maxd) {
- maxd = d;
- simplex[3] = i;
- }
- }
- }
- //compute center of simplex, this is a point always warranted to be inside
- Vector3 center;
- for (int i = 0; i < 4; i++) {
- center += p_points[simplex[i]];
- }
- center /= 4.0;
- //add faces
- List<Face> faces;
- for (int i = 0; i < 4; i++) {
- static const int face_order[4][3] = {
- { 0, 1, 2 },
- { 0, 1, 3 },
- { 0, 2, 3 },
- { 1, 2, 3 }
- };
- Face f;
- for (int j = 0; j < 3; j++) {
- f.vertices[j] = simplex[face_order[i][j]];
- }
- Plane p(p_points[f.vertices[0]], p_points[f.vertices[1]], p_points[f.vertices[2]]);
- if (p.is_point_over(center)) {
- //flip face to clockwise if facing inwards
- SWAP(f.vertices[0], f.vertices[1]);
- p = -p;
- }
- f.plane = p;
- faces.push_back(f);
- }
- real_t over_tolerance = 3 * UNIT_EPSILON * (aabb.size.x + aabb.size.y + aabb.size.z);
- /* COMPUTE AVAILABLE VERTICES */
- for (int i = 0; i < p_points.size(); i++) {
- if (i == simplex[0]) {
- continue;
- }
- if (i == simplex[1]) {
- continue;
- }
- if (i == simplex[2]) {
- continue;
- }
- if (i == simplex[3]) {
- continue;
- }
- if (!valid_points[i]) {
- continue;
- }
- for (Face &E : faces) {
- if (E.plane.distance_to(p_points[i]) > over_tolerance) {
- E.points_over.push_back(i);
- break;
- }
- }
- }
- faces.sort(); // sort them, so the ones with points are in the back
- /* BUILD HULL */
- //poop face (while still remain)
- //find further away point
- //find lit faces
- //determine horizon edges
- //build new faces with horizon edges, them assign points side from all lit faces
- //remove lit faces
- uint32_t debug_stop = debug_stop_after;
- while (debug_stop > 0 && faces.back()->get().points_over.size()) {
- debug_stop--;
- Face &f = faces.back()->get();
- //find vertex most outside
- int next = -1;
- real_t next_d = 0;
- for (int i = 0; i < f.points_over.size(); i++) {
- real_t d = f.plane.distance_to(p_points[f.points_over[i]]);
- if (d > next_d) {
- next_d = d;
- next = i;
- }
- }
- ERR_FAIL_COND_V(next == -1, ERR_BUG);
- Vector3 v = p_points[f.points_over[next]];
- //find lit faces and lit edges
- List<List<Face>::Element *> lit_faces; //lit face is a death sentence
- HashMap<Edge, FaceConnect, Edge> lit_edges; //create this on the flight, should not be that bad for performance and simplifies code a lot
- for (List<Face>::Element *E = faces.front(); E; E = E->next()) {
- if (E->get().plane.distance_to(v) > 0) {
- lit_faces.push_back(E);
- for (int i = 0; i < 3; i++) {
- uint32_t a = E->get().vertices[i];
- uint32_t b = E->get().vertices[(i + 1) % 3];
- Edge e(a, b);
- HashMap<Edge, FaceConnect, Edge>::Iterator F = lit_edges.find(e);
- if (!F) {
- F = lit_edges.insert(e, FaceConnect());
- }
- if (e.vertices[0] == a) {
- //left
- F->value.left = E;
- } else {
- F->value.right = E;
- }
- }
- }
- }
- //create new faces from horizon edges
- List<List<Face>::Element *> new_faces; //new faces
- for (KeyValue<Edge, FaceConnect> &E : lit_edges) {
- FaceConnect &fc = E.value;
- if (fc.left && fc.right) {
- continue; //edge is uninteresting, not on horizon
- }
- //create new face!
- Face face;
- face.vertices[0] = f.points_over[next];
- face.vertices[1] = E.key.vertices[0];
- face.vertices[2] = E.key.vertices[1];
- Plane p(p_points[face.vertices[0]], p_points[face.vertices[1]], p_points[face.vertices[2]]);
- if (p.is_point_over(center)) {
- //flip face to clockwise if facing inwards
- SWAP(face.vertices[0], face.vertices[1]);
- p = -p;
- }
- face.plane = p;
- new_faces.push_back(faces.push_back(face));
- }
- //distribute points into new faces
- for (List<Face>::Element *&F : lit_faces) {
- Face &lf = F->get();
- for (int i = 0; i < lf.points_over.size(); i++) {
- if (lf.points_over[i] == f.points_over[next]) { //do not add current one
- continue;
- }
- Vector3 p = p_points[lf.points_over[i]];
- for (List<Face>::Element *&E : new_faces) {
- Face &f2 = E->get();
- if (f2.plane.distance_to(p) > over_tolerance) {
- f2.points_over.push_back(lf.points_over[i]);
- break;
- }
- }
- }
- }
- //erase lit faces
- while (lit_faces.size()) {
- faces.erase(lit_faces.front()->get());
- lit_faces.pop_front();
- }
- //put faces that contain no points on the front
- for (List<Face>::Element *&E : new_faces) {
- Face &f2 = E->get();
- if (f2.points_over.size() == 0) {
- faces.move_to_front(E);
- }
- }
- //whew, done with iteration, go next
- }
- /* CREATE MESHDATA */
- //make a map of edges again
- HashMap<Edge, RetFaceConnect, Edge> ret_edges;
- List<Geometry3D::MeshData::Face> ret_faces;
- for (const Face &E : faces) {
- Geometry3D::MeshData::Face f;
- f.plane = E.plane;
- for (int i = 0; i < 3; i++) {
- f.indices.push_back(E.vertices[i]);
- }
- List<Geometry3D::MeshData::Face>::Element *F = ret_faces.push_back(f);
- for (int i = 0; i < 3; i++) {
- uint32_t a = E.vertices[i];
- uint32_t b = E.vertices[(i + 1) % 3];
- Edge e(a, b);
- HashMap<Edge, RetFaceConnect, Edge>::Iterator G = ret_edges.find(e);
- if (!G) {
- G = ret_edges.insert(e, RetFaceConnect());
- }
- if (e.vertices[0] == a) {
- //left
- G->value.left = F;
- } else {
- G->value.right = F;
- }
- }
- }
- //fill faces
- for (List<Geometry3D::MeshData::Face>::Element *E = ret_faces.front(); E; E = E->next()) {
- Geometry3D::MeshData::Face &f = E->get();
- for (uint32_t i = 0; i < f.indices.size(); i++) {
- int a = E->get().indices[i];
- int b = E->get().indices[(i + 1) % f.indices.size()];
- Edge e(a, b);
- HashMap<Edge, RetFaceConnect, Edge>::Iterator F = ret_edges.find(e);
- ERR_CONTINUE(!F);
- List<Geometry3D::MeshData::Face>::Element *O = F->value.left == E ? F->value.right : F->value.left;
- ERR_CONTINUE(O == E);
- ERR_CONTINUE(O == nullptr);
- if (O->get().plane.is_equal_approx(f.plane)) {
- //merge and delete edge and contiguous face, while repointing edges (uuugh!)
- int o_index_size = O->get().indices.size();
- for (int j = 0; j < o_index_size; j++) {
- //search a
- if (O->get().indices[j] == a) {
- //append the rest
- for (int k = 0; k < o_index_size; k++) {
- int idx = O->get().indices[(k + j) % o_index_size];
- int idxn = O->get().indices[(k + j + 1) % o_index_size];
- if (idx == b && idxn == a) { //already have b!
- break;
- }
- if (idx != a) {
- f.indices.insert(i + 1, idx);
- i++;
- }
- Edge e2(idx, idxn);
- HashMap<Edge, RetFaceConnect, Edge>::Iterator F2 = ret_edges.find(e2);
- ERR_CONTINUE(!F2);
- //change faceconnect, point to this face instead
- if (F2->value.left == O) {
- F2->value.left = E;
- } else if (F2->value.right == O) {
- F2->value.right = E;
- }
- }
- break;
- }
- }
- // remove all edge connections to this face
- for (KeyValue<Edge, RetFaceConnect> &G : ret_edges) {
- if (G.value.left == O) {
- G.value.left = nullptr;
- }
- if (G.value.right == O) {
- G.value.right = nullptr;
- }
- }
- ret_edges.remove(F); //remove the edge
- ret_faces.erase(O); //remove the face
- }
- }
- }
- //fill mesh
- r_mesh.faces.clear();
- r_mesh.faces.resize(ret_faces.size());
- HashMap<List<Geometry3D::MeshData::Face>::Element *, int> face_indices;
- int idx = 0;
- for (List<Geometry3D::MeshData::Face>::Element *E = ret_faces.front(); E; E = E->next()) {
- face_indices[E] = idx;
- r_mesh.faces[idx++] = E->get();
- }
- r_mesh.edges.resize(ret_edges.size());
- idx = 0;
- for (const KeyValue<Edge, RetFaceConnect> &E : ret_edges) {
- Geometry3D::MeshData::Edge e;
- e.vertex_a = E.key.vertices[0];
- e.vertex_b = E.key.vertices[1];
- ERR_CONTINUE(!face_indices.has(E.value.left));
- ERR_CONTINUE(!face_indices.has(E.value.right));
- e.face_a = face_indices[E.value.left];
- e.face_b = face_indices[E.value.right];
- r_mesh.edges[idx++] = e;
- }
- r_mesh.vertices = p_points;
- return OK;
- }
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