diff options
author | Juan Linietsky <reduzio@gmail.com> | 2015-05-04 13:24:02 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2015-05-04 13:24:02 -0300 |
commit | fbbe7dcdfbd09fc6ef5614dea2183481a27e4f4e (patch) | |
tree | 4e783f0e4347a2f612e6b85398c83a492d7b090f /core/math/triangle_mesh.cpp | |
parent | 7f5b744b92256e42aa3c700ee88d8318732935c6 (diff) | |
parent | 6f8bd899311d459b9e391b4acf72ccfa5cc1d806 (diff) |
Merge remote-tracking branch 'origin/master'
Conflicts:
drivers/windows/dir_access_windows.cpp
Diffstat (limited to 'core/math/triangle_mesh.cpp')
-rw-r--r-- | core/math/triangle_mesh.cpp | 1082 |
1 files changed, 541 insertions, 541 deletions
diff --git a/core/math/triangle_mesh.cpp b/core/math/triangle_mesh.cpp index 111ceca185..70cb639fc2 100644 --- a/core/math/triangle_mesh.cpp +++ b/core/math/triangle_mesh.cpp @@ -5,7 +5,7 @@ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2007-2015 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 */ @@ -26,543 +26,543 @@ /* 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<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,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<Vector3>& 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<BVH>::Write bw = bvh.write();
-
- {
-
- //create faces and indices and base bvh
- //except for the Set for repeated triangles, everything
- //goes in-place.
-
- DVector<Vector3>::Read r = p_faces.read();
- DVector<Triangle>::Write w = triangles.write();
- Map<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].snapped(0.0001);
- Map<Vector3,int>::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<Vector3>::Write vw = vertices.write();
- for (Map<Vector3,int>::Element *E=db.front();E;E=E->next()) {
- vw[E->get()]=E->key();
- }
-
- }
-
- DVector<BVH*> bwptrs;
- bwptrs.resize(fc);
- DVector<BVH*>::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<BVH>::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;
-
- //for(int i=0;i<max_depth;i++)
- // stack[i]=0;
-
- int level=0;
-
- DVector<Triangle>::Read trianglesr = triangles.read();
- DVector<Vector3>::Read verticesr=vertices.read();
- DVector<BVH>::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(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;
-
- //for(int i=0;i<max_depth;i++)
- // stack[i]=0;
-
- int level=0;
- //AABB ray_aabb;
- //ray_aabb.pos=p_begin;
- //ray_aabb.expand_to(p_end);
-
-
- DVector<Triangle>::Read trianglesr = triangles.read();
- DVector<Vector3>::Read verticesr=vertices.read();
- DVector<BVH>::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;
-
- //for(int i=0;i<max_depth;i++)
- // stack[i]=0;
-
- int level=0;
-
- DVector<Triangle>::Read trianglesr = triangles.read();
- DVector<Vector3>::Read verticesr=vertices.read();
- DVector<BVH>::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<Face3> TriangleMesh::get_faces() const {
-
- if (!valid)
- return DVector<Face3>();
-
- DVector<Face3> faces;
- int ts = triangles.size();
- faces.resize(triangles.size());
-
- DVector<Face3>::Write w=faces.write();
- DVector<Triangle>::Read r = triangles.read();
- DVector<Vector3>::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<Face3>::Write();
- return faces;
-}
-
-TriangleMesh::TriangleMesh() {
-
- valid=false;
- max_depth=0;
-}
+#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<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,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<Vector3>& 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<BVH>::Write bw = bvh.write(); + + { + + //create faces and indices and base bvh + //except for the Set for repeated triangles, everything + //goes in-place. + + DVector<Vector3>::Read r = p_faces.read(); + DVector<Triangle>::Write w = triangles.write(); + Map<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].snapped(0.0001); + Map<Vector3,int>::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<Vector3>::Write vw = vertices.write(); + for (Map<Vector3,int>::Element *E=db.front();E;E=E->next()) { + vw[E->get()]=E->key(); + } + + } + + DVector<BVH*> bwptrs; + bwptrs.resize(fc); + DVector<BVH*>::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<BVH>::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; + + //for(int i=0;i<max_depth;i++) + // stack[i]=0; + + int level=0; + + DVector<Triangle>::Read trianglesr = triangles.read(); + DVector<Vector3>::Read verticesr=vertices.read(); + DVector<BVH>::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(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; + + //for(int i=0;i<max_depth;i++) + // stack[i]=0; + + int level=0; + //AABB ray_aabb; + //ray_aabb.pos=p_begin; + //ray_aabb.expand_to(p_end); + + + DVector<Triangle>::Read trianglesr = triangles.read(); + DVector<Vector3>::Read verticesr=vertices.read(); + DVector<BVH>::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; + + //for(int i=0;i<max_depth;i++) + // stack[i]=0; + + int level=0; + + DVector<Triangle>::Read trianglesr = triangles.read(); + DVector<Vector3>::Read verticesr=vertices.read(); + DVector<BVH>::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<Face3> TriangleMesh::get_faces() const { + + if (!valid) + return DVector<Face3>(); + + DVector<Face3> faces; + int ts = triangles.size(); + faces.resize(triangles.size()); + + DVector<Face3>::Write w=faces.write(); + DVector<Triangle>::Read r = triangles.read(); + DVector<Vector3>::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<Face3>::Write(); + return faces; +} + +TriangleMesh::TriangleMesh() { + + valid=false; + max_depth=0; +} |