1 | /**************************************************************************/ |
2 | /* triangle_mesh.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
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29 | /**************************************************************************/ |
30 | |
31 | #include "triangle_mesh.h" |
32 | |
33 | #include "core/templates/sort_array.h" |
34 | |
35 | 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) { |
36 | if (p_depth > r_max_depth) { |
37 | r_max_depth = p_depth; |
38 | } |
39 | |
40 | if (p_size == 1) { |
41 | return p_bb[p_from] - p_bvh; |
42 | } else if (p_size == 0) { |
43 | return -1; |
44 | } |
45 | |
46 | AABB aabb; |
47 | aabb = p_bb[p_from]->aabb; |
48 | for (int i = 1; i < p_size; i++) { |
49 | aabb.merge_with(p_bb[p_from + i]->aabb); |
50 | } |
51 | |
52 | int li = aabb.get_longest_axis_index(); |
53 | |
54 | switch (li) { |
55 | case Vector3::AXIS_X: { |
56 | SortArray<BVH *, BVHCmpX> sort_x; |
57 | sort_x.nth_element(0, p_size, p_size / 2, &p_bb[p_from]); |
58 | //sort_x.sort(&p_bb[p_from],p_size); |
59 | } break; |
60 | case Vector3::AXIS_Y: { |
61 | SortArray<BVH *, BVHCmpY> sort_y; |
62 | sort_y.nth_element(0, p_size, p_size / 2, &p_bb[p_from]); |
63 | //sort_y.sort(&p_bb[p_from],p_size); |
64 | } break; |
65 | case Vector3::AXIS_Z: { |
66 | SortArray<BVH *, BVHCmpZ> sort_z; |
67 | sort_z.nth_element(0, p_size, p_size / 2, &p_bb[p_from]); |
68 | //sort_z.sort(&p_bb[p_from],p_size); |
69 | |
70 | } break; |
71 | } |
72 | |
73 | int left = _create_bvh(p_bvh, p_bb, p_from, p_size / 2, p_depth + 1, r_max_depth, r_max_alloc); |
74 | 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); |
75 | |
76 | int index = r_max_alloc++; |
77 | BVH *_new = &p_bvh[index]; |
78 | _new->aabb = aabb; |
79 | _new->center = aabb.get_center(); |
80 | _new->face_index = -1; |
81 | _new->left = left; |
82 | _new->right = right; |
83 | |
84 | return index; |
85 | } |
86 | |
87 | void TriangleMesh::get_indices(Vector<int> *r_triangles_indices) const { |
88 | if (!valid) { |
89 | return; |
90 | } |
91 | |
92 | const int triangles_num = triangles.size(); |
93 | |
94 | // Parse vertices indices |
95 | const Triangle *triangles_read = triangles.ptr(); |
96 | |
97 | r_triangles_indices->resize(triangles_num * 3); |
98 | int *r_indices_write = r_triangles_indices->ptrw(); |
99 | |
100 | for (int i = 0; i < triangles_num; ++i) { |
101 | r_indices_write[3 * i + 0] = triangles_read[i].indices[0]; |
102 | r_indices_write[3 * i + 1] = triangles_read[i].indices[1]; |
103 | r_indices_write[3 * i + 2] = triangles_read[i].indices[2]; |
104 | } |
105 | } |
106 | |
107 | void TriangleMesh::create(const Vector<Vector3> &p_faces, const Vector<int32_t> &p_surface_indices) { |
108 | valid = false; |
109 | |
110 | ERR_FAIL_COND(p_surface_indices.size() && p_surface_indices.size() != p_faces.size()); |
111 | |
112 | int fc = p_faces.size(); |
113 | ERR_FAIL_COND(!fc || ((fc % 3) != 0)); |
114 | fc /= 3; |
115 | triangles.resize(fc); |
116 | |
117 | bvh.resize(fc * 3); //will never be larger than this (todo make better) |
118 | BVH *bw = bvh.ptrw(); |
119 | |
120 | { |
121 | //create faces and indices and base bvh |
122 | //except for the Set for repeated triangles, everything |
123 | //goes in-place. |
124 | |
125 | const Vector3 *r = p_faces.ptr(); |
126 | const int32_t *si = p_surface_indices.ptr(); |
127 | Triangle *w = triangles.ptrw(); |
128 | HashMap<Vector3, int> db; |
129 | |
130 | for (int i = 0; i < fc; i++) { |
131 | Triangle &f = w[i]; |
132 | const Vector3 *v = &r[i * 3]; |
133 | |
134 | for (int j = 0; j < 3; j++) { |
135 | int vidx = -1; |
136 | Vector3 vs = v[j].snapped(Vector3(0.0001, 0.0001, 0.0001)); |
137 | HashMap<Vector3, int>::Iterator E = db.find(vs); |
138 | if (E) { |
139 | vidx = E->value; |
140 | } else { |
141 | vidx = db.size(); |
142 | db[vs] = vidx; |
143 | } |
144 | |
145 | f.indices[j] = vidx; |
146 | if (j == 0) { |
147 | bw[i].aabb.position = vs; |
148 | } else { |
149 | bw[i].aabb.expand_to(vs); |
150 | } |
151 | } |
152 | |
153 | f.normal = Face3(r[i * 3 + 0], r[i * 3 + 1], r[i * 3 + 2]).get_plane().get_normal(); |
154 | f.surface_index = si ? si[i] : 0; |
155 | |
156 | bw[i].left = -1; |
157 | bw[i].right = -1; |
158 | bw[i].face_index = i; |
159 | bw[i].center = bw[i].aabb.get_center(); |
160 | } |
161 | |
162 | vertices.resize(db.size()); |
163 | Vector3 *vw = vertices.ptrw(); |
164 | for (const KeyValue<Vector3, int> &E : db) { |
165 | vw[E.value] = E.key; |
166 | } |
167 | } |
168 | |
169 | Vector<BVH *> bwptrs; |
170 | bwptrs.resize(fc); |
171 | BVH **bwp = bwptrs.ptrw(); |
172 | for (int i = 0; i < fc; i++) { |
173 | bwp[i] = &bw[i]; |
174 | } |
175 | |
176 | max_depth = 0; |
177 | int max_alloc = fc; |
178 | _create_bvh(bw, bwp, 0, fc, 1, max_depth, max_alloc); |
179 | |
180 | bvh.resize(max_alloc); //resize back |
181 | |
182 | valid = true; |
183 | } |
184 | |
185 | bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index) const { |
186 | uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth); |
187 | |
188 | enum { |
189 | TEST_AABB_BIT = 0, |
190 | VISIT_LEFT_BIT = 1, |
191 | VISIT_RIGHT_BIT = 2, |
192 | VISIT_DONE_BIT = 3, |
193 | VISITED_BIT_SHIFT = 29, |
194 | NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1, |
195 | VISITED_BIT_MASK = ~NODE_IDX_MASK, |
196 | |
197 | }; |
198 | |
199 | Vector3 n = (p_end - p_begin).normalized(); |
200 | real_t d = 1e10; |
201 | bool inters = false; |
202 | |
203 | int level = 0; |
204 | |
205 | const Triangle *triangleptr = triangles.ptr(); |
206 | const Vector3 *vertexptr = vertices.ptr(); |
207 | const BVH *bvhptr = bvh.ptr(); |
208 | |
209 | int pos = bvh.size() - 1; |
210 | |
211 | stack[0] = pos; |
212 | while (true) { |
213 | uint32_t node = stack[level] & NODE_IDX_MASK; |
214 | const BVH &b = bvhptr[node]; |
215 | bool done = false; |
216 | |
217 | switch (stack[level] >> VISITED_BIT_SHIFT) { |
218 | case TEST_AABB_BIT: { |
219 | if (!b.aabb.intersects_segment(p_begin, p_end)) { |
220 | stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; |
221 | } else { |
222 | if (b.face_index >= 0) { |
223 | const Triangle &s = triangleptr[b.face_index]; |
224 | Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]); |
225 | |
226 | Vector3 res; |
227 | |
228 | if (f3.intersects_segment(p_begin, p_end, &res)) { |
229 | real_t nd = n.dot(res); |
230 | if (nd < d) { |
231 | d = nd; |
232 | r_point = res; |
233 | r_normal = f3.get_plane().get_normal(); |
234 | if (r_surf_index) { |
235 | *r_surf_index = s.surface_index; |
236 | } |
237 | inters = true; |
238 | } |
239 | } |
240 | |
241 | stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; |
242 | |
243 | } else { |
244 | stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node; |
245 | } |
246 | } |
247 | continue; |
248 | } |
249 | case VISIT_LEFT_BIT: { |
250 | stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node; |
251 | level++; |
252 | stack[level] = b.left | TEST_AABB_BIT; |
253 | continue; |
254 | } |
255 | case VISIT_RIGHT_BIT: { |
256 | stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; |
257 | level++; |
258 | stack[level] = b.right | TEST_AABB_BIT; |
259 | continue; |
260 | } |
261 | case VISIT_DONE_BIT: { |
262 | if (level == 0) { |
263 | done = true; |
264 | break; |
265 | } else { |
266 | level--; |
267 | } |
268 | continue; |
269 | } |
270 | } |
271 | |
272 | if (done) { |
273 | break; |
274 | } |
275 | } |
276 | |
277 | if (inters) { |
278 | if (n.dot(r_normal) > 0) { |
279 | r_normal = -r_normal; |
280 | } |
281 | } |
282 | |
283 | return inters; |
284 | } |
285 | |
286 | bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index) const { |
287 | uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth); |
288 | |
289 | enum { |
290 | TEST_AABB_BIT = 0, |
291 | VISIT_LEFT_BIT = 1, |
292 | VISIT_RIGHT_BIT = 2, |
293 | VISIT_DONE_BIT = 3, |
294 | VISITED_BIT_SHIFT = 29, |
295 | NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1, |
296 | VISITED_BIT_MASK = ~NODE_IDX_MASK, |
297 | |
298 | }; |
299 | |
300 | Vector3 n = p_dir; |
301 | real_t d = 1e20; |
302 | bool inters = false; |
303 | |
304 | int level = 0; |
305 | |
306 | const Triangle *triangleptr = triangles.ptr(); |
307 | const Vector3 *vertexptr = vertices.ptr(); |
308 | const BVH *bvhptr = bvh.ptr(); |
309 | |
310 | int pos = bvh.size() - 1; |
311 | |
312 | stack[0] = pos; |
313 | while (true) { |
314 | uint32_t node = stack[level] & NODE_IDX_MASK; |
315 | const BVH &b = bvhptr[node]; |
316 | bool done = false; |
317 | |
318 | switch (stack[level] >> VISITED_BIT_SHIFT) { |
319 | case TEST_AABB_BIT: { |
320 | if (!b.aabb.intersects_ray(p_begin, p_dir)) { |
321 | stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; |
322 | } else { |
323 | if (b.face_index >= 0) { |
324 | const Triangle &s = triangleptr[b.face_index]; |
325 | Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]); |
326 | |
327 | Vector3 res; |
328 | |
329 | if (f3.intersects_ray(p_begin, p_dir, &res)) { |
330 | real_t nd = n.dot(res); |
331 | if (nd < d) { |
332 | d = nd; |
333 | r_point = res; |
334 | r_normal = f3.get_plane().get_normal(); |
335 | if (r_surf_index) { |
336 | *r_surf_index = s.surface_index; |
337 | } |
338 | inters = true; |
339 | } |
340 | } |
341 | |
342 | stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; |
343 | |
344 | } else { |
345 | stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node; |
346 | } |
347 | } |
348 | continue; |
349 | } |
350 | case VISIT_LEFT_BIT: { |
351 | stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node; |
352 | level++; |
353 | stack[level] = b.left | TEST_AABB_BIT; |
354 | continue; |
355 | } |
356 | case VISIT_RIGHT_BIT: { |
357 | stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; |
358 | level++; |
359 | stack[level] = b.right | TEST_AABB_BIT; |
360 | continue; |
361 | } |
362 | case VISIT_DONE_BIT: { |
363 | if (level == 0) { |
364 | done = true; |
365 | break; |
366 | } else { |
367 | level--; |
368 | } |
369 | continue; |
370 | } |
371 | } |
372 | |
373 | if (done) { |
374 | break; |
375 | } |
376 | } |
377 | |
378 | if (inters) { |
379 | if (n.dot(r_normal) > 0) { |
380 | r_normal = -r_normal; |
381 | } |
382 | } |
383 | |
384 | return inters; |
385 | } |
386 | |
387 | 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 { |
388 | uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth); |
389 | |
390 | enum { |
391 | TEST_AABB_BIT = 0, |
392 | VISIT_LEFT_BIT = 1, |
393 | VISIT_RIGHT_BIT = 2, |
394 | VISIT_DONE_BIT = 3, |
395 | VISITED_BIT_SHIFT = 29, |
396 | NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1, |
397 | VISITED_BIT_MASK = ~NODE_IDX_MASK, |
398 | |
399 | }; |
400 | |
401 | int level = 0; |
402 | |
403 | const Triangle *triangleptr = triangles.ptr(); |
404 | const Vector3 *vertexptr = vertices.ptr(); |
405 | const BVH *bvhptr = bvh.ptr(); |
406 | |
407 | Transform3D scale(Basis().scaled(p_scale)); |
408 | |
409 | int pos = bvh.size() - 1; |
410 | |
411 | stack[0] = pos; |
412 | while (true) { |
413 | uint32_t node = stack[level] & NODE_IDX_MASK; |
414 | const BVH &b = bvhptr[node]; |
415 | bool done = false; |
416 | |
417 | switch (stack[level] >> VISITED_BIT_SHIFT) { |
418 | case TEST_AABB_BIT: { |
419 | bool intersects = scale.xform(b.aabb).intersects_convex_shape(p_planes, p_plane_count, p_points, p_point_count); |
420 | if (!intersects) { |
421 | return false; |
422 | } |
423 | |
424 | bool inside = scale.xform(b.aabb).inside_convex_shape(p_planes, p_plane_count); |
425 | if (inside) { |
426 | stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; |
427 | |
428 | } else { |
429 | if (b.face_index >= 0) { |
430 | const Triangle &s = triangleptr[b.face_index]; |
431 | for (int j = 0; j < 3; ++j) { |
432 | Vector3 point = scale.xform(vertexptr[s.indices[j]]); |
433 | for (int i = 0; i < p_plane_count; i++) { |
434 | const Plane &p = p_planes[i]; |
435 | if (p.is_point_over(point)) { |
436 | return false; |
437 | } |
438 | } |
439 | } |
440 | |
441 | stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; |
442 | |
443 | } else { |
444 | stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node; |
445 | } |
446 | } |
447 | continue; |
448 | } |
449 | case VISIT_LEFT_BIT: { |
450 | stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node; |
451 | level++; |
452 | stack[level] = b.left | TEST_AABB_BIT; |
453 | continue; |
454 | } |
455 | case VISIT_RIGHT_BIT: { |
456 | stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; |
457 | level++; |
458 | stack[level] = b.right | TEST_AABB_BIT; |
459 | continue; |
460 | } |
461 | case VISIT_DONE_BIT: { |
462 | if (level == 0) { |
463 | done = true; |
464 | break; |
465 | } else { |
466 | level--; |
467 | } |
468 | continue; |
469 | } |
470 | } |
471 | |
472 | if (done) { |
473 | break; |
474 | } |
475 | } |
476 | |
477 | return true; |
478 | } |
479 | |
480 | bool TriangleMesh::is_valid() const { |
481 | return valid; |
482 | } |
483 | |
484 | Vector<Face3> TriangleMesh::get_faces() const { |
485 | if (!valid) { |
486 | return Vector<Face3>(); |
487 | } |
488 | |
489 | Vector<Face3> faces; |
490 | int ts = triangles.size(); |
491 | faces.resize(triangles.size()); |
492 | |
493 | Face3 *w = faces.ptrw(); |
494 | const Triangle *r = triangles.ptr(); |
495 | const Vector3 *rv = vertices.ptr(); |
496 | |
497 | for (int i = 0; i < ts; i++) { |
498 | for (int j = 0; j < 3; j++) { |
499 | w[i].vertex[j] = rv[r[i].indices[j]]; |
500 | } |
501 | } |
502 | |
503 | return faces; |
504 | } |
505 | |
506 | TriangleMesh::TriangleMesh() { |
507 | valid = false; |
508 | max_depth = 0; |
509 | } |
510 | |