1136 lines
26 KiB
C++
1136 lines
26 KiB
C++
/*************************************************************************/
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/* geometry.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "geometry.h"
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#include "core/print_string.h"
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#include "thirdparty/misc/triangulator.h"
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/* this implementation is very inefficient, commenting unless bugs happen. See the other one.
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bool Geometry::is_point_in_polygon(const Vector2 &p_point, const Vector<Vector2> &p_polygon) {
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Vector<int> indices = Geometry::triangulate_polygon(p_polygon);
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for (int j = 0; j + 3 <= indices.size(); j += 3) {
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int i1 = indices[j], i2 = indices[j + 1], i3 = indices[j + 2];
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if (Geometry::is_point_in_triangle(p_point, p_polygon[i1], p_polygon[i2], p_polygon[i3]))
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return true;
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}
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return false;
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}
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*/
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void Geometry::MeshData::optimize_vertices() {
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Map<int, int> vtx_remap;
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for (int i = 0; i < faces.size(); i++) {
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for (int j = 0; j < faces[i].indices.size(); j++) {
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int idx = faces[i].indices[j];
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if (!vtx_remap.has(idx)) {
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int ni = vtx_remap.size();
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vtx_remap[idx] = ni;
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}
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faces.write[i].indices.write[j] = vtx_remap[idx];
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}
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}
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for (int i = 0; i < edges.size(); i++) {
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int a = edges[i].a;
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int b = edges[i].b;
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if (!vtx_remap.has(a)) {
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int ni = vtx_remap.size();
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vtx_remap[a] = ni;
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}
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if (!vtx_remap.has(b)) {
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int ni = vtx_remap.size();
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vtx_remap[b] = ni;
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}
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edges.write[i].a = vtx_remap[a];
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edges.write[i].b = vtx_remap[b];
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}
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Vector<Vector3> new_vertices;
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new_vertices.resize(vtx_remap.size());
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for (int i = 0; i < vertices.size(); i++) {
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if (vtx_remap.has(i))
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new_vertices.write[vtx_remap[i]] = vertices[i];
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}
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vertices = new_vertices;
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}
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Vector<Vector<Vector2> > (*Geometry::_decompose_func)(const Vector<Vector2> &p_polygon) = NULL;
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struct _FaceClassify {
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struct _Link {
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int face;
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int edge;
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void clear() {
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face = -1;
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edge = -1;
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}
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_Link() {
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face = -1;
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edge = -1;
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}
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};
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bool valid;
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int group;
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_Link links[3];
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Face3 face;
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_FaceClassify() {
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group = -1;
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valid = false;
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};
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};
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static bool _connect_faces(_FaceClassify *p_faces, int len, int p_group) {
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/* connect faces, error will occur if an edge is shared between more than 2 faces */
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/* clear connections */
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bool error = false;
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for (int i = 0; i < len; i++) {
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for (int j = 0; j < 3; j++) {
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p_faces[i].links[j].clear();
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}
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}
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for (int i = 0; i < len; i++) {
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if (p_faces[i].group != p_group)
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continue;
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for (int j = i + 1; j < len; j++) {
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if (p_faces[j].group != p_group)
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continue;
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for (int k = 0; k < 3; k++) {
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Vector3 vi1 = p_faces[i].face.vertex[k];
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Vector3 vi2 = p_faces[i].face.vertex[(k + 1) % 3];
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for (int l = 0; l < 3; l++) {
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Vector3 vj2 = p_faces[j].face.vertex[l];
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Vector3 vj1 = p_faces[j].face.vertex[(l + 1) % 3];
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if (vi1.distance_to(vj1) < 0.00001 &&
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vi2.distance_to(vj2) < 0.00001) {
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if (p_faces[i].links[k].face != -1) {
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ERR_PRINT("already linked\n");
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error = true;
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break;
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}
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if (p_faces[j].links[l].face != -1) {
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ERR_PRINT("already linked\n");
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error = true;
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break;
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}
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p_faces[i].links[k].face = j;
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p_faces[i].links[k].edge = l;
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p_faces[j].links[l].face = i;
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p_faces[j].links[l].edge = k;
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}
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}
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if (error)
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break;
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}
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if (error)
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break;
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}
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if (error)
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break;
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}
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for (int i = 0; i < len; i++) {
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p_faces[i].valid = true;
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for (int j = 0; j < 3; j++) {
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if (p_faces[i].links[j].face == -1)
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p_faces[i].valid = false;
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}
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/*printf("face %i is valid: %i, group %i. connected to %i:%i,%i:%i,%i:%i\n",i,p_faces[i].valid,p_faces[i].group,
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p_faces[i].links[0].face,
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p_faces[i].links[0].edge,
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p_faces[i].links[1].face,
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p_faces[i].links[1].edge,
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p_faces[i].links[2].face,
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p_faces[i].links[2].edge);*/
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}
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return error;
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}
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static bool _group_face(_FaceClassify *p_faces, int len, int p_index, int p_group) {
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if (p_faces[p_index].group >= 0)
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return false;
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p_faces[p_index].group = p_group;
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for (int i = 0; i < 3; i++) {
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ERR_FAIL_INDEX_V(p_faces[p_index].links[i].face, len, true);
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_group_face(p_faces, len, p_faces[p_index].links[i].face, p_group);
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}
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return true;
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}
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PoolVector<PoolVector<Face3> > Geometry::separate_objects(PoolVector<Face3> p_array) {
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PoolVector<PoolVector<Face3> > objects;
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int len = p_array.size();
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PoolVector<Face3>::Read r = p_array.read();
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const Face3 *arrayptr = r.ptr();
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PoolVector<_FaceClassify> fc;
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fc.resize(len);
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PoolVector<_FaceClassify>::Write fcw = fc.write();
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_FaceClassify *_fcptr = fcw.ptr();
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for (int i = 0; i < len; i++) {
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_fcptr[i].face = arrayptr[i];
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}
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bool error = _connect_faces(_fcptr, len, -1);
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if (error) {
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ERR_FAIL_COND_V(error, PoolVector<PoolVector<Face3> >()); // invalid geometry
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}
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/* group connected faces in separate objects */
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int group = 0;
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for (int i = 0; i < len; i++) {
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if (!_fcptr[i].valid)
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continue;
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if (_group_face(_fcptr, len, i, group)) {
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group++;
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}
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}
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/* group connected faces in separate objects */
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for (int i = 0; i < len; i++) {
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_fcptr[i].face = arrayptr[i];
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}
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if (group >= 0) {
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objects.resize(group);
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PoolVector<PoolVector<Face3> >::Write obw = objects.write();
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PoolVector<Face3> *group_faces = obw.ptr();
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for (int i = 0; i < len; i++) {
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if (!_fcptr[i].valid)
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continue;
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if (_fcptr[i].group >= 0 && _fcptr[i].group < group) {
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group_faces[_fcptr[i].group].push_back(_fcptr[i].face);
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}
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}
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}
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return objects;
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}
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/*** GEOMETRY WRAPPER ***/
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enum _CellFlags {
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_CELL_SOLID = 1,
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_CELL_EXTERIOR = 2,
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_CELL_STEP_MASK = 0x1C,
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_CELL_STEP_NONE = 0 << 2,
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_CELL_STEP_Y_POS = 1 << 2,
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_CELL_STEP_Y_NEG = 2 << 2,
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_CELL_STEP_X_POS = 3 << 2,
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_CELL_STEP_X_NEG = 4 << 2,
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_CELL_STEP_Z_POS = 5 << 2,
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_CELL_STEP_Z_NEG = 6 << 2,
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_CELL_STEP_DONE = 7 << 2,
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_CELL_PREV_MASK = 0xE0,
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_CELL_PREV_NONE = 0 << 5,
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_CELL_PREV_Y_POS = 1 << 5,
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_CELL_PREV_Y_NEG = 2 << 5,
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_CELL_PREV_X_POS = 3 << 5,
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_CELL_PREV_X_NEG = 4 << 5,
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_CELL_PREV_Z_POS = 5 << 5,
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_CELL_PREV_Z_NEG = 6 << 5,
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_CELL_PREV_FIRST = 7 << 5,
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};
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static inline void _plot_face(uint8_t ***p_cell_status, int x, int y, int z, int len_x, int len_y, int len_z, const Vector3 &voxelsize, const Face3 &p_face) {
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AABB aabb(Vector3(x, y, z), Vector3(len_x, len_y, len_z));
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aabb.position = aabb.position * voxelsize;
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aabb.size = aabb.size * voxelsize;
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if (!p_face.intersects_aabb(aabb))
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return;
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if (len_x == 1 && len_y == 1 && len_z == 1) {
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p_cell_status[x][y][z] = _CELL_SOLID;
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return;
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}
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int div_x = len_x > 1 ? 2 : 1;
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int div_y = len_y > 1 ? 2 : 1;
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int div_z = len_z > 1 ? 2 : 1;
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#define _SPLIT(m_i, m_div, m_v, m_len_v, m_new_v, m_new_len_v) \
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if (m_div == 1) { \
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m_new_v = m_v; \
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m_new_len_v = 1; \
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} else if (m_i == 0) { \
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m_new_v = m_v; \
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m_new_len_v = m_len_v / 2; \
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} else { \
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m_new_v = m_v + m_len_v / 2; \
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m_new_len_v = m_len_v - m_len_v / 2; \
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}
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int new_x;
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int new_len_x;
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int new_y;
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int new_len_y;
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int new_z;
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int new_len_z;
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for (int i = 0; i < div_x; i++) {
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_SPLIT(i, div_x, x, len_x, new_x, new_len_x);
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for (int j = 0; j < div_y; j++) {
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_SPLIT(j, div_y, y, len_y, new_y, new_len_y);
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for (int k = 0; k < div_z; k++) {
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_SPLIT(k, div_z, z, len_z, new_z, new_len_z);
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_plot_face(p_cell_status, new_x, new_y, new_z, new_len_x, new_len_y, new_len_z, voxelsize, p_face);
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}
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}
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}
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}
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static inline void _mark_outside(uint8_t ***p_cell_status, int x, int y, int z, int len_x, int len_y, int len_z) {
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if (p_cell_status[x][y][z] & 3)
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return; // nothing to do, already used and/or visited
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p_cell_status[x][y][z] = _CELL_PREV_FIRST;
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while (true) {
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uint8_t &c = p_cell_status[x][y][z];
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//printf("at %i,%i,%i\n",x,y,z);
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if ((c & _CELL_STEP_MASK) == _CELL_STEP_NONE) {
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/* Haven't been in here, mark as outside */
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p_cell_status[x][y][z] |= _CELL_EXTERIOR;
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//printf("not marked as anything, marking exterior\n");
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}
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//printf("cell step is %i\n",(c&_CELL_STEP_MASK));
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if ((c & _CELL_STEP_MASK) != _CELL_STEP_DONE) {
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/* if not done, increase step */
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c += 1 << 2;
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//printf("incrementing cell step\n");
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}
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if ((c & _CELL_STEP_MASK) == _CELL_STEP_DONE) {
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/* Go back */
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//printf("done, going back a cell\n");
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switch (c & _CELL_PREV_MASK) {
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case _CELL_PREV_FIRST: {
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//printf("at end, finished marking\n");
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return;
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} break;
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case _CELL_PREV_Y_POS: {
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y++;
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ERR_FAIL_COND(y >= len_y);
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} break;
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case _CELL_PREV_Y_NEG: {
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y--;
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ERR_FAIL_COND(y < 0);
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} break;
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case _CELL_PREV_X_POS: {
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x++;
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ERR_FAIL_COND(x >= len_x);
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} break;
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case _CELL_PREV_X_NEG: {
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x--;
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ERR_FAIL_COND(x < 0);
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} break;
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case _CELL_PREV_Z_POS: {
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z++;
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ERR_FAIL_COND(z >= len_z);
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} break;
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case _CELL_PREV_Z_NEG: {
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z--;
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ERR_FAIL_COND(z < 0);
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} break;
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default: {
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ERR_FAIL();
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}
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}
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continue;
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}
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//printf("attempting new cell!\n");
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int next_x = x, next_y = y, next_z = z;
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uint8_t prev = 0;
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switch (c & _CELL_STEP_MASK) {
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case _CELL_STEP_Y_POS: {
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next_y++;
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prev = _CELL_PREV_Y_NEG;
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} break;
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case _CELL_STEP_Y_NEG: {
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next_y--;
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prev = _CELL_PREV_Y_POS;
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} break;
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case _CELL_STEP_X_POS: {
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next_x++;
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prev = _CELL_PREV_X_NEG;
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} break;
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case _CELL_STEP_X_NEG: {
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next_x--;
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prev = _CELL_PREV_X_POS;
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} break;
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case _CELL_STEP_Z_POS: {
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next_z++;
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prev = _CELL_PREV_Z_NEG;
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} break;
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case _CELL_STEP_Z_NEG: {
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next_z--;
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prev = _CELL_PREV_Z_POS;
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} break;
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default: ERR_FAIL();
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}
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//printf("testing if new cell will be ok...!\n");
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if (next_x < 0 || next_x >= len_x)
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continue;
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if (next_y < 0 || next_y >= len_y)
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continue;
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if (next_z < 0 || next_z >= len_z)
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continue;
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//printf("testing if new cell is traversable\n");
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if (p_cell_status[next_x][next_y][next_z] & 3)
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continue;
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//printf("move to it\n");
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x = next_x;
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y = next_y;
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z = next_z;
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p_cell_status[x][y][z] |= prev;
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}
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}
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static inline void _build_faces(uint8_t ***p_cell_status, int x, int y, int z, int len_x, int len_y, int len_z, PoolVector<Face3> &p_faces) {
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ERR_FAIL_INDEX(x, len_x);
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ERR_FAIL_INDEX(y, len_y);
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ERR_FAIL_INDEX(z, len_z);
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if (p_cell_status[x][y][z] & _CELL_EXTERIOR)
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return;
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/* static const Vector3 vertices[8]={
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Vector3(0,0,0),
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Vector3(0,0,1),
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Vector3(0,1,0),
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Vector3(0,1,1),
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Vector3(1,0,0),
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Vector3(1,0,1),
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Vector3(1,1,0),
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Vector3(1,1,1),
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};
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*/
|
|
#define vert(m_idx) Vector3((m_idx & 4) >> 2, (m_idx & 2) >> 1, m_idx & 1)
|
|
|
|
static const uint8_t indices[6][4] = {
|
|
{ 7, 6, 4, 5 },
|
|
{ 7, 3, 2, 6 },
|
|
{ 7, 5, 1, 3 },
|
|
{ 0, 2, 3, 1 },
|
|
{ 0, 1, 5, 4 },
|
|
{ 0, 4, 6, 2 },
|
|
|
|
};
|
|
/*
|
|
|
|
{0,1,2,3},
|
|
{0,1,4,5},
|
|
{0,2,4,6},
|
|
{4,5,6,7},
|
|
{2,3,7,6},
|
|
{1,3,5,7},
|
|
|
|
{0,2,3,1},
|
|
{0,1,5,4},
|
|
{0,4,6,2},
|
|
{7,6,4,5},
|
|
{7,3,2,6},
|
|
{7,5,1,3},
|
|
*/
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
|
|
Vector3 face_points[4];
|
|
int disp_x = x + ((i % 3) == 0 ? ((i < 3) ? 1 : -1) : 0);
|
|
int disp_y = y + (((i - 1) % 3) == 0 ? ((i < 3) ? 1 : -1) : 0);
|
|
int disp_z = z + (((i - 2) % 3) == 0 ? ((i < 3) ? 1 : -1) : 0);
|
|
|
|
bool plot = false;
|
|
|
|
if (disp_x < 0 || disp_x >= len_x)
|
|
plot = true;
|
|
if (disp_y < 0 || disp_y >= len_y)
|
|
plot = true;
|
|
if (disp_z < 0 || disp_z >= len_z)
|
|
plot = true;
|
|
|
|
if (!plot && (p_cell_status[disp_x][disp_y][disp_z] & _CELL_EXTERIOR))
|
|
plot = true;
|
|
|
|
if (!plot)
|
|
continue;
|
|
|
|
for (int j = 0; j < 4; j++)
|
|
face_points[j] = vert(indices[i][j]) + Vector3(x, y, z);
|
|
|
|
p_faces.push_back(
|
|
Face3(
|
|
face_points[0],
|
|
face_points[1],
|
|
face_points[2]));
|
|
|
|
p_faces.push_back(
|
|
Face3(
|
|
face_points[2],
|
|
face_points[3],
|
|
face_points[0]));
|
|
}
|
|
}
|
|
|
|
PoolVector<Face3> Geometry::wrap_geometry(PoolVector<Face3> p_array, real_t *p_error) {
|
|
|
|
#define _MIN_SIZE 1.0
|
|
#define _MAX_LENGTH 20
|
|
|
|
int face_count = p_array.size();
|
|
PoolVector<Face3>::Read facesr = p_array.read();
|
|
const Face3 *faces = facesr.ptr();
|
|
|
|
AABB global_aabb;
|
|
|
|
for (int i = 0; i < face_count; i++) {
|
|
|
|
if (i == 0) {
|
|
|
|
global_aabb = faces[i].get_aabb();
|
|
} else {
|
|
|
|
global_aabb.merge_with(faces[i].get_aabb());
|
|
}
|
|
}
|
|
|
|
global_aabb.grow_by(0.01); // avoid numerical error
|
|
|
|
// determine amount of cells in grid axis
|
|
int div_x, div_y, div_z;
|
|
|
|
if (global_aabb.size.x / _MIN_SIZE < _MAX_LENGTH)
|
|
div_x = (int)(global_aabb.size.x / _MIN_SIZE) + 1;
|
|
else
|
|
div_x = _MAX_LENGTH;
|
|
|
|
if (global_aabb.size.y / _MIN_SIZE < _MAX_LENGTH)
|
|
div_y = (int)(global_aabb.size.y / _MIN_SIZE) + 1;
|
|
else
|
|
div_y = _MAX_LENGTH;
|
|
|
|
if (global_aabb.size.z / _MIN_SIZE < _MAX_LENGTH)
|
|
div_z = (int)(global_aabb.size.z / _MIN_SIZE) + 1;
|
|
else
|
|
div_z = _MAX_LENGTH;
|
|
|
|
Vector3 voxelsize = global_aabb.size;
|
|
voxelsize.x /= div_x;
|
|
voxelsize.y /= div_y;
|
|
voxelsize.z /= div_z;
|
|
|
|
// create and initialize cells to zero
|
|
|
|
uint8_t ***cell_status = memnew_arr(uint8_t **, div_x);
|
|
for (int i = 0; i < div_x; i++) {
|
|
|
|
cell_status[i] = memnew_arr(uint8_t *, div_y);
|
|
|
|
for (int j = 0; j < div_y; j++) {
|
|
|
|
cell_status[i][j] = memnew_arr(uint8_t, div_z);
|
|
|
|
for (int k = 0; k < div_z; k++) {
|
|
|
|
cell_status[i][j][k] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
// plot faces into cells
|
|
|
|
for (int i = 0; i < face_count; i++) {
|
|
|
|
Face3 f = faces[i];
|
|
for (int j = 0; j < 3; j++) {
|
|
|
|
f.vertex[j] -= global_aabb.position;
|
|
}
|
|
_plot_face(cell_status, 0, 0, 0, div_x, div_y, div_z, voxelsize, f);
|
|
}
|
|
|
|
// determine which cells connect to the outside by traversing the outside and recursively flood-fill marking
|
|
|
|
for (int i = 0; i < div_x; i++) {
|
|
|
|
for (int j = 0; j < div_y; j++) {
|
|
|
|
_mark_outside(cell_status, i, j, 0, div_x, div_y, div_z);
|
|
_mark_outside(cell_status, i, j, div_z - 1, div_x, div_y, div_z);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < div_z; i++) {
|
|
|
|
for (int j = 0; j < div_y; j++) {
|
|
|
|
_mark_outside(cell_status, 0, j, i, div_x, div_y, div_z);
|
|
_mark_outside(cell_status, div_x - 1, j, i, div_x, div_y, div_z);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < div_x; i++) {
|
|
|
|
for (int j = 0; j < div_z; j++) {
|
|
|
|
_mark_outside(cell_status, i, 0, j, div_x, div_y, div_z);
|
|
_mark_outside(cell_status, i, div_y - 1, j, div_x, div_y, div_z);
|
|
}
|
|
}
|
|
|
|
// build faces for the inside-outside cell divisors
|
|
|
|
PoolVector<Face3> wrapped_faces;
|
|
|
|
for (int i = 0; i < div_x; i++) {
|
|
|
|
for (int j = 0; j < div_y; j++) {
|
|
|
|
for (int k = 0; k < div_z; k++) {
|
|
|
|
_build_faces(cell_status, i, j, k, div_x, div_y, div_z, wrapped_faces);
|
|
}
|
|
}
|
|
}
|
|
|
|
// transform face vertices to global coords
|
|
|
|
int wrapped_faces_count = wrapped_faces.size();
|
|
PoolVector<Face3>::Write wrapped_facesw = wrapped_faces.write();
|
|
Face3 *wrapped_faces_ptr = wrapped_facesw.ptr();
|
|
|
|
for (int i = 0; i < wrapped_faces_count; i++) {
|
|
|
|
for (int j = 0; j < 3; j++) {
|
|
|
|
Vector3 &v = wrapped_faces_ptr[i].vertex[j];
|
|
v = v * voxelsize;
|
|
v += global_aabb.position;
|
|
}
|
|
}
|
|
|
|
// clean up grid
|
|
|
|
for (int i = 0; i < div_x; i++) {
|
|
|
|
for (int j = 0; j < div_y; j++) {
|
|
|
|
memdelete_arr(cell_status[i][j]);
|
|
}
|
|
|
|
memdelete_arr(cell_status[i]);
|
|
}
|
|
|
|
memdelete_arr(cell_status);
|
|
if (p_error)
|
|
*p_error = voxelsize.length();
|
|
|
|
return wrapped_faces;
|
|
}
|
|
|
|
Vector<Vector<Vector2> > Geometry::decompose_polygon_in_convex(Vector<Point2> polygon) {
|
|
Vector<Vector<Vector2> > decomp;
|
|
List<TriangulatorPoly> in_poly, out_poly;
|
|
|
|
TriangulatorPoly inp;
|
|
inp.Init(polygon.size());
|
|
for (int i = 0; i < polygon.size(); i++) {
|
|
inp.GetPoint(i) = polygon[i];
|
|
}
|
|
inp.SetOrientation(TRIANGULATOR_CCW);
|
|
in_poly.push_back(inp);
|
|
TriangulatorPartition tpart;
|
|
if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { //failed!
|
|
ERR_PRINT("Convex decomposing failed!");
|
|
return decomp;
|
|
}
|
|
|
|
decomp.resize(out_poly.size());
|
|
int idx = 0;
|
|
for (List<TriangulatorPoly>::Element *I = out_poly.front(); I; I = I->next()) {
|
|
TriangulatorPoly &tp = I->get();
|
|
|
|
decomp.write[idx].resize(tp.GetNumPoints());
|
|
|
|
for (int i = 0; i < tp.GetNumPoints(); i++) {
|
|
decomp.write[idx].write[i] = tp.GetPoint(i);
|
|
}
|
|
|
|
idx++;
|
|
}
|
|
|
|
return decomp;
|
|
}
|
|
|
|
Geometry::MeshData Geometry::build_convex_mesh(const PoolVector<Plane> &p_planes) {
|
|
|
|
MeshData mesh;
|
|
|
|
#define SUBPLANE_SIZE 1024.0
|
|
|
|
real_t subplane_size = 1024.0; // should compute this from the actual plane
|
|
for (int i = 0; i < p_planes.size(); i++) {
|
|
|
|
Plane p = p_planes[i];
|
|
|
|
Vector3 ref = Vector3(0.0, 1.0, 0.0);
|
|
|
|
if (ABS(p.normal.dot(ref)) > 0.95)
|
|
ref = Vector3(0.0, 0.0, 1.0); // change axis
|
|
|
|
Vector3 right = p.normal.cross(ref).normalized();
|
|
Vector3 up = p.normal.cross(right).normalized();
|
|
|
|
Vector<Vector3> vertices;
|
|
|
|
Vector3 center = p.get_any_point();
|
|
// make a quad clockwise
|
|
vertices.push_back(center - up * subplane_size + right * subplane_size);
|
|
vertices.push_back(center - up * subplane_size - right * subplane_size);
|
|
vertices.push_back(center + up * subplane_size - right * subplane_size);
|
|
vertices.push_back(center + up * subplane_size + right * subplane_size);
|
|
|
|
for (int j = 0; j < p_planes.size(); j++) {
|
|
|
|
if (j == i)
|
|
continue;
|
|
|
|
Vector<Vector3> new_vertices;
|
|
Plane clip = p_planes[j];
|
|
|
|
if (clip.normal.dot(p.normal) > 0.95)
|
|
continue;
|
|
|
|
if (vertices.size() < 3)
|
|
break;
|
|
|
|
for (int k = 0; k < vertices.size(); k++) {
|
|
|
|
int k_n = (k + 1) % vertices.size();
|
|
|
|
Vector3 edge0_A = vertices[k];
|
|
Vector3 edge1_A = vertices[k_n];
|
|
|
|
real_t dist0 = clip.distance_to(edge0_A);
|
|
real_t dist1 = clip.distance_to(edge1_A);
|
|
|
|
if (dist0 <= 0) { // behind plane
|
|
|
|
new_vertices.push_back(vertices[k]);
|
|
}
|
|
|
|
// check for different sides and non coplanar
|
|
if ((dist0 * dist1) < 0) {
|
|
|
|
// calculate intersection
|
|
Vector3 rel = edge1_A - edge0_A;
|
|
|
|
real_t den = clip.normal.dot(rel);
|
|
if (Math::abs(den) < CMP_EPSILON)
|
|
continue; // point too short
|
|
|
|
real_t dist = -(clip.normal.dot(edge0_A) - clip.d) / den;
|
|
Vector3 inters = edge0_A + rel * dist;
|
|
new_vertices.push_back(inters);
|
|
}
|
|
}
|
|
|
|
vertices = new_vertices;
|
|
}
|
|
|
|
if (vertices.size() < 3)
|
|
continue;
|
|
|
|
//result is a clockwise face
|
|
|
|
MeshData::Face face;
|
|
|
|
// add face indices
|
|
for (int j = 0; j < vertices.size(); j++) {
|
|
|
|
int idx = -1;
|
|
for (int k = 0; k < mesh.vertices.size(); k++) {
|
|
|
|
if (mesh.vertices[k].distance_to(vertices[j]) < 0.001) {
|
|
|
|
idx = k;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (idx == -1) {
|
|
|
|
idx = mesh.vertices.size();
|
|
mesh.vertices.push_back(vertices[j]);
|
|
}
|
|
|
|
face.indices.push_back(idx);
|
|
}
|
|
face.plane = p;
|
|
mesh.faces.push_back(face);
|
|
|
|
//add edge
|
|
|
|
for (int j = 0; j < face.indices.size(); j++) {
|
|
|
|
int a = face.indices[j];
|
|
int b = face.indices[(j + 1) % face.indices.size()];
|
|
|
|
bool found = false;
|
|
for (int k = 0; k < mesh.edges.size(); k++) {
|
|
|
|
if (mesh.edges[k].a == a && mesh.edges[k].b == b) {
|
|
found = true;
|
|
break;
|
|
}
|
|
if (mesh.edges[k].b == a && mesh.edges[k].a == b) {
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (found)
|
|
continue;
|
|
MeshData::Edge edge;
|
|
edge.a = a;
|
|
edge.b = b;
|
|
mesh.edges.push_back(edge);
|
|
}
|
|
}
|
|
|
|
return mesh;
|
|
}
|
|
|
|
PoolVector<Plane> Geometry::build_box_planes(const Vector3 &p_extents) {
|
|
|
|
PoolVector<Plane> planes;
|
|
|
|
planes.push_back(Plane(Vector3(1, 0, 0), p_extents.x));
|
|
planes.push_back(Plane(Vector3(-1, 0, 0), p_extents.x));
|
|
planes.push_back(Plane(Vector3(0, 1, 0), p_extents.y));
|
|
planes.push_back(Plane(Vector3(0, -1, 0), p_extents.y));
|
|
planes.push_back(Plane(Vector3(0, 0, 1), p_extents.z));
|
|
planes.push_back(Plane(Vector3(0, 0, -1), p_extents.z));
|
|
|
|
return planes;
|
|
}
|
|
|
|
PoolVector<Plane> Geometry::build_cylinder_planes(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis) {
|
|
|
|
PoolVector<Plane> planes;
|
|
|
|
for (int i = 0; i < p_sides; i++) {
|
|
|
|
Vector3 normal;
|
|
normal[(p_axis + 1) % 3] = Math::cos(i * (2.0 * Math_PI) / p_sides);
|
|
normal[(p_axis + 2) % 3] = Math::sin(i * (2.0 * Math_PI) / p_sides);
|
|
|
|
planes.push_back(Plane(normal, p_radius));
|
|
}
|
|
|
|
Vector3 axis;
|
|
axis[p_axis] = 1.0;
|
|
|
|
planes.push_back(Plane(axis, p_height * 0.5));
|
|
planes.push_back(Plane(-axis, p_height * 0.5));
|
|
|
|
return planes;
|
|
}
|
|
|
|
PoolVector<Plane> Geometry::build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis) {
|
|
|
|
PoolVector<Plane> planes;
|
|
|
|
Vector3 axis;
|
|
axis[p_axis] = 1.0;
|
|
|
|
Vector3 axis_neg;
|
|
axis_neg[(p_axis + 1) % 3] = 1.0;
|
|
axis_neg[(p_axis + 2) % 3] = 1.0;
|
|
axis_neg[p_axis] = -1.0;
|
|
|
|
for (int i = 0; i < p_lons; i++) {
|
|
|
|
Vector3 normal;
|
|
normal[(p_axis + 1) % 3] = Math::cos(i * (2.0 * Math_PI) / p_lons);
|
|
normal[(p_axis + 2) % 3] = Math::sin(i * (2.0 * Math_PI) / p_lons);
|
|
|
|
planes.push_back(Plane(normal, p_radius));
|
|
|
|
for (int j = 1; j <= p_lats; j++) {
|
|
|
|
//todo this is stupid, fix
|
|
Vector3 angle = normal.linear_interpolate(axis, j / (real_t)p_lats).normalized();
|
|
Vector3 pos = angle * p_radius;
|
|
planes.push_back(Plane(pos, angle));
|
|
planes.push_back(Plane(pos * axis_neg, angle * axis_neg));
|
|
}
|
|
}
|
|
|
|
return planes;
|
|
}
|
|
|
|
PoolVector<Plane> Geometry::build_capsule_planes(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis) {
|
|
|
|
PoolVector<Plane> planes;
|
|
|
|
Vector3 axis;
|
|
axis[p_axis] = 1.0;
|
|
|
|
Vector3 axis_neg;
|
|
axis_neg[(p_axis + 1) % 3] = 1.0;
|
|
axis_neg[(p_axis + 2) % 3] = 1.0;
|
|
axis_neg[p_axis] = -1.0;
|
|
|
|
for (int i = 0; i < p_sides; i++) {
|
|
|
|
Vector3 normal;
|
|
normal[(p_axis + 1) % 3] = Math::cos(i * (2.0 * Math_PI) / p_sides);
|
|
normal[(p_axis + 2) % 3] = Math::sin(i * (2.0 * Math_PI) / p_sides);
|
|
|
|
planes.push_back(Plane(normal, p_radius));
|
|
|
|
for (int j = 1; j <= p_lats; j++) {
|
|
|
|
Vector3 angle = normal.linear_interpolate(axis, j / (real_t)p_lats).normalized();
|
|
Vector3 pos = axis * p_height * 0.5 + angle * p_radius;
|
|
planes.push_back(Plane(pos, angle));
|
|
planes.push_back(Plane(pos * axis_neg, angle * axis_neg));
|
|
}
|
|
}
|
|
|
|
return planes;
|
|
}
|
|
|
|
struct _AtlasWorkRect {
|
|
|
|
Size2i s;
|
|
Point2i p;
|
|
int idx;
|
|
_FORCE_INLINE_ bool operator<(const _AtlasWorkRect &p_r) const { return s.width > p_r.s.width; };
|
|
};
|
|
|
|
struct _AtlasWorkRectResult {
|
|
|
|
Vector<_AtlasWorkRect> result;
|
|
int max_w;
|
|
int max_h;
|
|
};
|
|
|
|
void Geometry::make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_result, Size2i &r_size) {
|
|
|
|
//super simple, almost brute force scanline stacking fitter
|
|
//it's pretty basic for now, but it tries to make sure that the aspect ratio of the
|
|
//resulting atlas is somehow square. This is necessary because video cards have limits
|
|
//on texture size (usually 2048 or 4096), so the more square a texture, the more chances
|
|
//it will work in every hardware.
|
|
// for example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a
|
|
// 256x8192 atlas (won't work anywhere).
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|
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ERR_FAIL_COND(p_rects.size() == 0);
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|
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Vector<_AtlasWorkRect> wrects;
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wrects.resize(p_rects.size());
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for (int i = 0; i < p_rects.size(); i++) {
|
|
wrects.write[i].s = p_rects[i];
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|
wrects.write[i].idx = i;
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|
}
|
|
wrects.sort();
|
|
int widest = wrects[0].s.width;
|
|
|
|
Vector<_AtlasWorkRectResult> results;
|
|
|
|
for (int i = 0; i <= 12; i++) {
|
|
|
|
int w = 1 << i;
|
|
int max_h = 0;
|
|
int max_w = 0;
|
|
if (w < widest)
|
|
continue;
|
|
|
|
Vector<int> hmax;
|
|
hmax.resize(w);
|
|
for (int j = 0; j < w; j++)
|
|
hmax.write[j] = 0;
|
|
|
|
//place them
|
|
int ofs = 0;
|
|
int limit_h = 0;
|
|
for (int j = 0; j < wrects.size(); j++) {
|
|
|
|
if (ofs + wrects[j].s.width > w) {
|
|
|
|
ofs = 0;
|
|
}
|
|
|
|
int from_y = 0;
|
|
for (int k = 0; k < wrects[j].s.width; k++) {
|
|
|
|
if (hmax[ofs + k] > from_y)
|
|
from_y = hmax[ofs + k];
|
|
}
|
|
|
|
wrects.write[j].p.x = ofs;
|
|
wrects.write[j].p.y = from_y;
|
|
int end_h = from_y + wrects[j].s.height;
|
|
int end_w = ofs + wrects[j].s.width;
|
|
if (ofs == 0)
|
|
limit_h = end_h;
|
|
|
|
for (int k = 0; k < wrects[j].s.width; k++) {
|
|
|
|
hmax.write[ofs + k] = end_h;
|
|
}
|
|
|
|
if (end_h > max_h)
|
|
max_h = end_h;
|
|
|
|
if (end_w > max_w)
|
|
max_w = end_w;
|
|
|
|
if (ofs == 0 || end_h > limit_h) //while h limit not reached, keep stacking
|
|
ofs += wrects[j].s.width;
|
|
}
|
|
|
|
_AtlasWorkRectResult result;
|
|
result.result = wrects;
|
|
result.max_h = max_h;
|
|
result.max_w = max_w;
|
|
results.push_back(result);
|
|
}
|
|
|
|
//find the result with the best aspect ratio
|
|
|
|
int best = -1;
|
|
real_t best_aspect = 1e20;
|
|
|
|
for (int i = 0; i < results.size(); i++) {
|
|
|
|
real_t h = next_power_of_2(results[i].max_h);
|
|
real_t w = next_power_of_2(results[i].max_w);
|
|
real_t aspect = h > w ? h / w : w / h;
|
|
if (aspect < best_aspect) {
|
|
best = i;
|
|
best_aspect = aspect;
|
|
}
|
|
}
|
|
|
|
r_result.resize(p_rects.size());
|
|
|
|
for (int i = 0; i < p_rects.size(); i++) {
|
|
|
|
r_result.write[results[best].result[i].idx] = results[best].result[i].p;
|
|
}
|
|
|
|
r_size = Size2(results[best].max_w, results[best].max_h);
|
|
}
|