/*************************************************************************/ /* triangle_mesh.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 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 "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 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 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 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 &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::Write bw = bvh.write(); { //create faces and indices and base bvh //except for the Set for repeated triangles, everything //goes in-place. DVector::Read r = p_faces.read(); DVector::Write w = triangles.write(); Map 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::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::Write vw = vertices.write(); for (Map::Element *E = db.front(); E; E = E->next()) { vw[E->get()] = E->key(); } } DVector bwptrs; bwptrs.resize(fc); DVector::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::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::Read trianglesr = triangles.read(); DVector::Read verticesr = vertices.read(); DVector::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::Read trianglesr = triangles.read(); DVector::Read verticesr = vertices.read(); DVector::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::Read trianglesr = triangles.read(); DVector::Read verticesr = vertices.read(); DVector::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 TriangleMesh::get_faces() const { if (!valid) return DVector(); DVector faces; int ts = triangles.size(); faces.resize(triangles.size()); DVector::Write w = faces.write(); DVector::Read r = triangles.read(); DVector::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::Write(); return faces; } TriangleMesh::TriangleMesh() { valid = false; max_depth = 0; }