diff options
Diffstat (limited to 'core/math/triangle_mesh.cpp')
-rw-r--r-- | core/math/triangle_mesh.cpp | 67 |
1 files changed, 0 insertions, 67 deletions
diff --git a/core/math/triangle_mesh.cpp b/core/math/triangle_mesh.cpp index 0f7350a260..9a608e3f1b 100644 --- a/core/math/triangle_mesh.cpp +++ b/core/math/triangle_mesh.cpp @@ -33,30 +33,25 @@ #include "core/sort_array.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]); @@ -90,7 +85,6 @@ int TriangleMesh::_create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, in } void TriangleMesh::get_indices(Vector<int> *r_triangles_indices) const { - if (!valid) return; @@ -110,7 +104,6 @@ void TriangleMesh::get_indices(Vector<int> *r_triangles_indices) const { } void TriangleMesh::create(const Vector<Vector3> &p_faces) { - valid = false; int fc = p_faces.size(); @@ -122,7 +115,6 @@ void TriangleMesh::create(const Vector<Vector3> &p_faces) { BVH *bw = bvh.ptrw(); { - //create faces and indices and base bvh //except for the Set for repeated triangles, everything //goes in-place. @@ -132,12 +124,10 @@ void TriangleMesh::create(const Vector<Vector3> &p_faces) { 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(Vector3(0.0001, 0.0001, 0.0001)); Map<Vector3, int>::Element *E = db.find(vs); @@ -174,7 +164,6 @@ void TriangleMesh::create(const Vector<Vector3> &p_faces) { bwptrs.resize(fc); BVH **bwp = bwptrs.ptrw(); for (int i = 0; i < fc; i++) { - bwp[i] = &bw[i]; } @@ -188,7 +177,6 @@ void TriangleMesh::create(const Vector<Vector3> &p_faces) { } Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const { - uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth); enum { @@ -215,23 +203,18 @@ Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const { 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++; @@ -239,28 +222,24 @@ Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const { 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; @@ -281,7 +260,6 @@ Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const { } 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 { @@ -309,35 +287,28 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en 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)) { - real_t nd = n.dot(res); if (nd < d) { - d = nd; r_point = res; r_normal = f3.get_plane().get_normal(); @@ -348,28 +319,24 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en 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; @@ -384,7 +351,6 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en } if (inters) { - if (n.dot(r_normal) > 0) r_normal = -r_normal; } @@ -393,7 +359,6 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en } 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 { @@ -421,33 +386,26 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V 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)) { - real_t nd = n.dot(res); if (nd < d) { - d = nd; r_point = res; r_normal = f3.get_plane().get_normal(); @@ -458,28 +416,24 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V 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; @@ -494,7 +448,6 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V } if (inters) { - if (n.dot(r_normal) > 0) r_normal = -r_normal; } @@ -528,23 +481,18 @@ bool TriangleMesh::intersect_convex_shape(const Plane *p_planes, int p_plane_cou 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_convex_shape(p_planes, p_plane_count, p_points, p_point_count); if (!valid) { - stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; } else { - if (b.face_index >= 0) { - const Triangle &s = triangleptr[b.face_index]; for (int j = 0; j < 3; ++j) { @@ -582,28 +530,24 @@ bool TriangleMesh::intersect_convex_shape(const Plane *p_planes, int p_plane_cou 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; @@ -646,25 +590,21 @@ bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_count, stack[0] = pos; while (true) { - uint32_t node = stack[level] & NODE_IDX_MASK; const BVH &b = bvhptr[node]; bool done = false; switch (stack[level] >> VISITED_BIT_SHIFT) { case TEST_AABB_BIT: { - bool intersects = scale.xform(b.aabb).intersects_convex_shape(p_planes, p_plane_count, p_points, p_point_count); if (!intersects) return false; bool inside = scale.xform(b.aabb).inside_convex_shape(p_planes, p_plane_count); if (inside) { - stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node; } else { - if (b.face_index >= 0) { const Triangle &s = triangleptr[b.face_index]; for (int j = 0; j < 3; ++j) { @@ -679,28 +619,24 @@ bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_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; @@ -718,12 +654,10 @@ bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_count, } bool TriangleMesh::is_valid() const { - return valid; } Vector<Face3> TriangleMesh::get_faces() const { - if (!valid) return Vector<Face3>(); @@ -745,7 +679,6 @@ Vector<Face3> TriangleMesh::get_faces() const { } TriangleMesh::TriangleMesh() { - valid = false; max_depth = 0; } |