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- /**************************************************************************/
- /* triangle_mesh.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 "triangle_mesh.h"
- #include "core/templates/sort_array.h"
- int TriangleMesh::_create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &r_max_depth, int &r_max_alloc) {
- if (p_depth > r_max_depth) {
- r_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, r_max_depth, r_max_alloc);
- int right = _create_bvh(p_bvh, p_bb, p_from + p_size / 2, p_size - p_size / 2, p_depth + 1, r_max_depth, r_max_alloc);
- int index = r_max_alloc++;
- BVH *_new = &p_bvh[index];
- _new->aabb = aabb;
- _new->center = aabb.get_center();
- _new->face_index = -1;
- _new->left = left;
- _new->right = right;
- return index;
- }
- void TriangleMesh::get_indices(Vector<int> *r_triangles_indices) const {
- if (!valid) {
- return;
- }
- const int triangles_num = triangles.size();
- // Parse vertices indices
- const Triangle *triangles_read = triangles.ptr();
- r_triangles_indices->resize(triangles_num * 3);
- int *r_indices_write = r_triangles_indices->ptrw();
- for (int i = 0; i < triangles_num; ++i) {
- r_indices_write[3 * i + 0] = triangles_read[i].indices[0];
- r_indices_write[3 * i + 1] = triangles_read[i].indices[1];
- r_indices_write[3 * i + 2] = triangles_read[i].indices[2];
- }
- }
- void TriangleMesh::create(const Vector<Vector3> &p_faces, const Vector<int32_t> &p_surface_indices) {
- valid = false;
- ERR_FAIL_COND(p_surface_indices.size() && p_surface_indices.size() != p_faces.size());
- 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)
- BVH *bw = bvh.ptrw();
- {
- //create faces and indices and base bvh
- //except for the Set for repeated triangles, everything
- //goes in-place.
- const Vector3 *r = p_faces.ptr();
- const int32_t *si = p_surface_indices.ptr();
- Triangle *w = triangles.ptrw();
- HashMap<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].snappedf(0.0001);
- HashMap<Vector3, int>::Iterator E = db.find(vs);
- if (E) {
- vidx = E->value;
- } else {
- vidx = db.size();
- db[vs] = vidx;
- }
- f.indices[j] = vidx;
- if (j == 0) {
- bw[i].aabb.position = 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();
- f.surface_index = si ? si[i] : 0;
- bw[i].left = -1;
- bw[i].right = -1;
- bw[i].face_index = i;
- bw[i].center = bw[i].aabb.get_center();
- }
- vertices.resize(db.size());
- Vector3 *vw = vertices.ptrw();
- for (const KeyValue<Vector3, int> &E : db) {
- vw[E.value] = E.key;
- }
- }
- Vector<BVH *> bwptrs;
- bwptrs.resize(fc);
- BVH **bwp = bwptrs.ptrw();
- for (int i = 0; i < fc; i++) {
- bwp[i] = &bw[i];
- }
- max_depth = 0;
- int max_alloc = fc;
- _create_bvh(bw, bwp, 0, fc, 1, max_depth, max_alloc);
- bvh.resize(max_alloc); //resize back
- valid = true;
- }
- bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index) 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;
- const Triangle *triangleptr = triangles.ptr();
- const Vector3 *vertexptr = vertices.ptr();
- const BVH *bvhptr = bvh.ptr();
- int pos = bvh.size() - 1;
- 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: {
- if (!b.aabb.intersects_segment(p_begin, p_end)) {
- 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)) {
- real_t nd = n.dot(res);
- if (nd < d) {
- d = nd;
- r_point = res;
- r_normal = f3.get_plane().get_normal();
- if (r_surf_index) {
- *r_surf_index = s.surface_index;
- }
- 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;
- level++;
- stack[level] = b.left | TEST_AABB_BIT;
- continue;
- }
- case VISIT_RIGHT_BIT: {
- stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
- level++;
- stack[level] = b.right | TEST_AABB_BIT;
- 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, int32_t *r_surf_index) 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;
- const Triangle *triangleptr = triangles.ptr();
- const Vector3 *vertexptr = vertices.ptr();
- const BVH *bvhptr = bvh.ptr();
- int pos = bvh.size() - 1;
- 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: {
- if (!b.aabb.intersects_ray(p_begin, p_dir)) {
- 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)) {
- real_t nd = n.dot(res);
- if (nd < d) {
- d = nd;
- r_point = res;
- r_normal = f3.get_plane().get_normal();
- if (r_surf_index) {
- *r_surf_index = s.surface_index;
- }
- 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;
- level++;
- stack[level] = b.left | TEST_AABB_BIT;
- continue;
- }
- case VISIT_RIGHT_BIT: {
- stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
- level++;
- stack[level] = b.right | TEST_AABB_BIT;
- 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::inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, Vector3 p_scale) 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 level = 0;
- const Triangle *triangleptr = triangles.ptr();
- const Vector3 *vertexptr = vertices.ptr();
- const BVH *bvhptr = bvh.ptr();
- Transform3D scale(Basis().scaled(p_scale));
- int pos = bvh.size() - 1;
- 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 intersects = scale.xform(b.aabb).intersects_convex_shape(p_planes, p_plane_count, p_points, p_point_count);
- if (!intersects) {
- return false;
- }
- bool inside = scale.xform(b.aabb).inside_convex_shape(p_planes, p_plane_count);
- if (inside) {
- stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
- } else {
- if (b.face_index >= 0) {
- const Triangle &s = triangleptr[b.face_index];
- for (int j = 0; j < 3; ++j) {
- Vector3 point = scale.xform(vertexptr[s.indices[j]]);
- for (int i = 0; i < p_plane_count; i++) {
- const Plane &p = p_planes[i];
- if (p.is_point_over(point)) {
- return false;
- }
- }
- }
- 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;
- level++;
- stack[level] = b.left | TEST_AABB_BIT;
- continue;
- }
- case VISIT_RIGHT_BIT: {
- stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
- level++;
- stack[level] = b.right | TEST_AABB_BIT;
- continue;
- }
- case VISIT_DONE_BIT: {
- if (level == 0) {
- done = true;
- break;
- } else {
- level--;
- }
- continue;
- }
- }
- if (done) {
- break;
- }
- }
- return true;
- }
- bool TriangleMesh::is_valid() const {
- return valid;
- }
- Vector<Face3> TriangleMesh::get_faces() const {
- if (!valid) {
- return Vector<Face3>();
- }
- Vector<Face3> faces;
- int ts = triangles.size();
- faces.resize(triangles.size());
- Face3 *w = faces.ptrw();
- const Triangle *r = triangles.ptr();
- const Vector3 *rv = vertices.ptr();
- for (int i = 0; i < ts; i++) {
- for (int j = 0; j < 3; j++) {
- w[i].vertex[j] = rv[r[i].indices[j]];
- }
- }
- return faces;
- }
- TriangleMesh::TriangleMesh() {
- valid = false;
- max_depth = 0;
- }
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