1 | #include "Ray.h"
|
---|
2 | #include "Mesh.h"
|
---|
3 | #include "MeshKdTree.h"
|
---|
4 | #include "Triangle3.h"
|
---|
5 | #include "ResourceManager.h"
|
---|
6 |
|
---|
7 | namespace GtpVisibilityPreprocessor {
|
---|
8 |
|
---|
9 | bool MeshDebug = false;
|
---|
10 |
|
---|
11 | //int Intersectable::sMailId = 1;//2147483647;
|
---|
12 | //int Intersectable::sReservedMailboxes = 1;
|
---|
13 |
|
---|
14 | struct SortableVertex {
|
---|
15 |
|
---|
16 | Vector3 vertex;
|
---|
17 |
|
---|
18 | int originalId;
|
---|
19 | int newId;
|
---|
20 | int finalPos;
|
---|
21 |
|
---|
22 | SortableVertex() {}
|
---|
23 |
|
---|
24 | SortableVertex(const Vector3 &v,
|
---|
25 | const int id):
|
---|
26 | vertex(v),
|
---|
27 | originalId(id),
|
---|
28 | newId(id)
|
---|
29 | {}
|
---|
30 |
|
---|
31 | friend bool operator<(const SortableVertex &a,
|
---|
32 | const SortableVertex &b)
|
---|
33 | {
|
---|
34 | if (a.vertex.x < b.vertex.x)
|
---|
35 | return true;
|
---|
36 | else
|
---|
37 | if (a.vertex.x > b.vertex.x)
|
---|
38 | return false;
|
---|
39 |
|
---|
40 | if (a.vertex.y < b.vertex.y)
|
---|
41 | return true;
|
---|
42 | else
|
---|
43 | if (a.vertex.y > b.vertex.y)
|
---|
44 | return false;
|
---|
45 |
|
---|
46 | if (a.vertex.z < b.vertex.z)
|
---|
47 | return true;
|
---|
48 | else
|
---|
49 | // if (a.z > b.z)
|
---|
50 | return false;
|
---|
51 |
|
---|
52 | // return false;
|
---|
53 | }
|
---|
54 |
|
---|
55 | };
|
---|
56 |
|
---|
57 |
|
---|
58 | void
|
---|
59 | Mesh::ComputeBoundingBox()
|
---|
60 | {
|
---|
61 |
|
---|
62 | mBox.Initialize();
|
---|
63 | VertexContainer::const_iterator vi = mVertices.begin();
|
---|
64 | for (; vi != mVertices.end(); vi++) {
|
---|
65 | mBox.Include(*vi);
|
---|
66 | }
|
---|
67 | //mBox.Enlarge(1e-4f);
|
---|
68 | }
|
---|
69 |
|
---|
70 | void
|
---|
71 | Mesh::Preprocess(bool cleanup)
|
---|
72 | {
|
---|
73 | if (cleanup)
|
---|
74 | Cleanup();
|
---|
75 |
|
---|
76 | ComputeBoundingBox();
|
---|
77 |
|
---|
78 | /** true if it is a watertight convex mesh
|
---|
79 | */
|
---|
80 | mIsConvex = false;
|
---|
81 |
|
---|
82 | if (mFaces.size() > MeshKdTree::mTermMinCost)
|
---|
83 | {
|
---|
84 | mKdTree = new MeshKdTree(this);
|
---|
85 | MeshKdLeaf *root = (MeshKdLeaf *)mKdTree->GetRoot();
|
---|
86 |
|
---|
87 | for (int i = 0; i < mFaces.size(); i++)
|
---|
88 | root->mFaces.push_back(i);
|
---|
89 |
|
---|
90 | cout<<"KD";
|
---|
91 |
|
---|
92 | mKdTree->Construct();
|
---|
93 |
|
---|
94 | if (mKdTree->GetRoot()->IsLeaf())
|
---|
95 | {
|
---|
96 | cout<<"d";
|
---|
97 | delete mKdTree;
|
---|
98 | mKdTree = NULL;
|
---|
99 | }
|
---|
100 | }
|
---|
101 | }
|
---|
102 |
|
---|
103 |
|
---|
104 | void
|
---|
105 | Mesh::IndexVertices()
|
---|
106 | {
|
---|
107 | int i;
|
---|
108 | // check whether the vertices can be simplfied and reindexed
|
---|
109 | vector<SortableVertex> svertices(mVertices.size());
|
---|
110 |
|
---|
111 | for (i=0; i < mVertices.size(); i++)
|
---|
112 | svertices[i] = SortableVertex(mVertices[i], i);
|
---|
113 |
|
---|
114 | sort(svertices.begin(), svertices.end());
|
---|
115 |
|
---|
116 | for (i=0; i < svertices.size() - 1; i++)
|
---|
117 | if (svertices[i].vertex == svertices[i+1].vertex)
|
---|
118 | svertices[i+1].newId = svertices[i].newId;
|
---|
119 |
|
---|
120 | // remove the same vertices
|
---|
121 | int k = 0;
|
---|
122 | mVertices[0] = svertices[0].vertex;
|
---|
123 | svertices[0].finalPos = 0;
|
---|
124 |
|
---|
125 | for (i=1; i < svertices.size(); i++) {
|
---|
126 | if (svertices[i].newId != svertices[i-1].newId)
|
---|
127 | k++;
|
---|
128 |
|
---|
129 | mVertices[k] = svertices[i].vertex;
|
---|
130 | svertices[i].finalPos = k;
|
---|
131 | }
|
---|
132 |
|
---|
133 | mVertices.resize(k + 1);
|
---|
134 |
|
---|
135 | vector<int> remapBuffer(svertices.size());
|
---|
136 | for (i = 0; i < svertices.size(); i++)
|
---|
137 | remapBuffer[svertices[i].originalId] = svertices[i].finalPos;
|
---|
138 |
|
---|
139 | // remap all faces
|
---|
140 |
|
---|
141 | for (int faceIndex = 0; faceIndex < mFaces.size(); faceIndex++) {
|
---|
142 | Face *face = mFaces[faceIndex];
|
---|
143 | for (int i = 0; i < face->mVertexIndices.size(); i++) {
|
---|
144 | face->mVertexIndices[i] = remapBuffer[face->mVertexIndices[i]];
|
---|
145 | }
|
---|
146 | }
|
---|
147 | }
|
---|
148 |
|
---|
149 | AxisAlignedBox3
|
---|
150 | Mesh::GetFaceBox(const int faceIndex)
|
---|
151 | {
|
---|
152 | Face *face = mFaces[faceIndex];
|
---|
153 | AxisAlignedBox3 box;
|
---|
154 | box.SetMin( mVertices[face->mVertexIndices[0]] );
|
---|
155 | box.SetMax(box.Min());
|
---|
156 | for (int i = 1; i < face->mVertexIndices.size(); i++) {
|
---|
157 | box.Include(mVertices[face->mVertexIndices[i]]);
|
---|
158 | }
|
---|
159 | return box;
|
---|
160 | }
|
---|
161 |
|
---|
162 | int
|
---|
163 | Mesh::CastRayToFace(
|
---|
164 | const int faceIndex,
|
---|
165 | Ray &ray,
|
---|
166 | float &nearestT,
|
---|
167 | Vector3 &nearestNormal,
|
---|
168 | int &nearestFace,
|
---|
169 | Intersectable *instance
|
---|
170 | )
|
---|
171 | {
|
---|
172 | float t;
|
---|
173 | int hit = 0;
|
---|
174 | Vector3 normal;
|
---|
175 | if (RayFaceIntersection(faceIndex, ray, t, normal, nearestT) == Ray::INTERSECTION) {
|
---|
176 | switch (ray.GetType()) {
|
---|
177 | case Ray::GLOBAL_RAY:
|
---|
178 | ray.intersections.push_back(Ray::Intersection(t, normal, instance, faceIndex));
|
---|
179 | hit++;
|
---|
180 | break;
|
---|
181 | case Ray::LOCAL_RAY:
|
---|
182 | nearestT = t;
|
---|
183 | nearestNormal = normal;
|
---|
184 | nearestFace = faceIndex;
|
---|
185 | hit++;
|
---|
186 | break;
|
---|
187 | case Ray::LINE_SEGMENT:
|
---|
188 | if (t <= 1.0f) {
|
---|
189 | ray.intersections.push_back(Ray::Intersection(t, normal, instance, faceIndex));
|
---|
190 | hit++;
|
---|
191 | }
|
---|
192 | break;
|
---|
193 | }
|
---|
194 | }
|
---|
195 | return hit;
|
---|
196 | }
|
---|
197 |
|
---|
198 | int
|
---|
199 | Mesh::CastRay(
|
---|
200 | Ray &ray,
|
---|
201 | MeshInstance *instance
|
---|
202 | )
|
---|
203 | {
|
---|
204 | if (mKdTree) {
|
---|
205 | return mKdTree->CastRay(ray, instance);
|
---|
206 | }
|
---|
207 |
|
---|
208 | int faceIndex = 0;
|
---|
209 | int hits = 0;
|
---|
210 | float nearestT = MAX_FLOAT;
|
---|
211 | Vector3 nearestNormal;
|
---|
212 | int nearestFace = -1;
|
---|
213 |
|
---|
214 | if (ray.GetType() == Ray::LOCAL_RAY && !ray.intersections.empty())
|
---|
215 | nearestT = ray.intersections[0].mT;
|
---|
216 |
|
---|
217 |
|
---|
218 | for ( ;
|
---|
219 | faceIndex < mFaces.size();
|
---|
220 | faceIndex++) {
|
---|
221 | hits += CastRayToFace(faceIndex,
|
---|
222 | ray,
|
---|
223 | nearestT,
|
---|
224 | nearestNormal,
|
---|
225 | nearestFace,
|
---|
226 | instance);
|
---|
227 | if (mIsConvex && nearestFace != -1)
|
---|
228 | break;
|
---|
229 | }
|
---|
230 |
|
---|
231 | if ( hits && ray.GetType() == Ray::LOCAL_RAY ) {
|
---|
232 | if (!ray.intersections.empty())
|
---|
233 | ray.intersections[0] = Ray::Intersection(nearestT,
|
---|
234 | nearestNormal,
|
---|
235 | instance,
|
---|
236 | nearestFace);
|
---|
237 | else
|
---|
238 | ray.intersections.push_back(Ray::Intersection(nearestT,
|
---|
239 | nearestNormal,
|
---|
240 | instance,
|
---|
241 | nearestFace));
|
---|
242 | }
|
---|
243 |
|
---|
244 | return hits;
|
---|
245 | }
|
---|
246 |
|
---|
247 | int
|
---|
248 | Mesh::CastRayToSelectedFaces(
|
---|
249 | Ray &ray,
|
---|
250 | const vector<int> &faces,
|
---|
251 | Intersectable *instance
|
---|
252 | )
|
---|
253 | {
|
---|
254 | vector<int>::const_iterator fi;
|
---|
255 | int faceIndex = 0;
|
---|
256 | int hits = 0;
|
---|
257 | float nearestT = MAX_FLOAT;
|
---|
258 | Vector3 nearestNormal;
|
---|
259 | int nearestFace = -1;
|
---|
260 |
|
---|
261 | if (ray.GetType() == Ray::LOCAL_RAY && ray.intersections.size())
|
---|
262 | nearestT = ray.intersections[0].mT;
|
---|
263 |
|
---|
264 | for ( fi = faces.begin();
|
---|
265 | fi != faces.end();
|
---|
266 | fi++) {
|
---|
267 | hits += CastRayToFace(*fi, ray, nearestT, nearestNormal, nearestFace, instance);
|
---|
268 | if (mIsConvex && nearestFace != -1)
|
---|
269 | break;
|
---|
270 | }
|
---|
271 |
|
---|
272 | if ( hits && ray.GetType() == Ray::LOCAL_RAY ) {
|
---|
273 | if (ray.intersections.size())
|
---|
274 | ray.intersections[0] = Ray::Intersection(nearestT, nearestNormal,instance, nearestFace);
|
---|
275 | else
|
---|
276 | ray.intersections.push_back(Ray::Intersection(nearestT, nearestNormal,instance, nearestFace));
|
---|
277 | }
|
---|
278 |
|
---|
279 | return hits;
|
---|
280 | }
|
---|
281 |
|
---|
282 |
|
---|
283 | // int_lineseg returns 1 if the given line segment intersects a 2D
|
---|
284 | // ray travelling in the positive X direction. This is used in the
|
---|
285 | // Jordan curve computation for polygon intersection.
|
---|
286 | inline int
|
---|
287 | int_lineseg(float px,
|
---|
288 | float py,
|
---|
289 | float u1,
|
---|
290 | float v1,
|
---|
291 | float u2,
|
---|
292 | float v2)
|
---|
293 | {
|
---|
294 | float ydiff;
|
---|
295 |
|
---|
296 | u1 -= px; u2 -= px; // translate line
|
---|
297 | v1 -= py; v2 -= py;
|
---|
298 |
|
---|
299 | if ((v1 > 0 && v2 > 0) ||
|
---|
300 | (v1 < 0 && v2 < 0) ||
|
---|
301 | (u1 < 0 && u2 < 0))
|
---|
302 | return 0;
|
---|
303 |
|
---|
304 | if (u1 > 0 && u2 > 0)
|
---|
305 | return 1;
|
---|
306 |
|
---|
307 | ydiff = v2 - v1;
|
---|
308 | if (fabs(ydiff) < Limits::Small) { // denominator near 0
|
---|
309 | if (((fabs(v1) > Limits::Small) ||
|
---|
310 | (u1 > 0) || (u2 > 0)))
|
---|
311 | return 0;
|
---|
312 | return 1;
|
---|
313 | }
|
---|
314 |
|
---|
315 | double t = -v1 / ydiff; // Compute parameter
|
---|
316 |
|
---|
317 | double thresh;
|
---|
318 |
|
---|
319 | if (ydiff < 0.0f)
|
---|
320 | thresh = -1e-20;
|
---|
321 | else
|
---|
322 | thresh = 1e-20;
|
---|
323 |
|
---|
324 |
|
---|
325 | return (u1 + t * (u2 - u1)) > thresh; //-Limits::Small;
|
---|
326 | }
|
---|
327 |
|
---|
328 |
|
---|
329 |
|
---|
330 | // intersection with the polygonal face of the mesh
|
---|
331 | int
|
---|
332 | Mesh::RayFaceIntersection(const int faceIndex,
|
---|
333 | const Ray &ray,
|
---|
334 | float &t,
|
---|
335 | Vector3 &normal,
|
---|
336 | const float nearestT
|
---|
337 | )
|
---|
338 | {
|
---|
339 | Face *face = mFaces[faceIndex];
|
---|
340 |
|
---|
341 | Plane3 plane = GetFacePlane(faceIndex);
|
---|
342 | float dot = DotProd(plane.mNormal, ray.GetDir());
|
---|
343 |
|
---|
344 | if (MeshDebug) {
|
---|
345 | cout<<endl<<endl;
|
---|
346 | cout<<"normal="<<plane.mNormal<<endl;
|
---|
347 | cout<<"dot="<<dot<<endl;
|
---|
348 | }
|
---|
349 |
|
---|
350 |
|
---|
351 | // Watch for near-zero denominator
|
---|
352 | // ONLY single sided polygons!!!!!
|
---|
353 | if (ray.mFlags & Ray::CULL_BACKFACES) {
|
---|
354 | if (dot > -Limits::Small)
|
---|
355 | // if (fabs(dot) < Limits::Small)
|
---|
356 | return Ray::NO_INTERSECTION;
|
---|
357 | } else {
|
---|
358 | if (fabs(dot) < Limits::Small)
|
---|
359 | return Ray::NO_INTERSECTION;
|
---|
360 | }
|
---|
361 |
|
---|
362 | normal = plane.mNormal;
|
---|
363 |
|
---|
364 | t = (-plane.mD - DotProd(plane.mNormal, ray.GetLoc())) / dot;
|
---|
365 |
|
---|
366 | if (MeshDebug)
|
---|
367 | cout<<"t="<<t<<endl;
|
---|
368 |
|
---|
369 | if (t <= Limits::Small)
|
---|
370 | return Ray::INTERSECTION_OUT_OF_LIMITS;
|
---|
371 |
|
---|
372 | if ((ray.GetType() == Ray::LOCAL_RAY) && (t >= nearestT)) {
|
---|
373 | return Ray::INTERSECTION_OUT_OF_LIMITS; // no intersection was found
|
---|
374 | }
|
---|
375 |
|
---|
376 | int count = 0;
|
---|
377 | float u, v, u1, v1, u2, v2;
|
---|
378 | int i;
|
---|
379 |
|
---|
380 | int paxis = plane.mNormal.DrivingAxis();
|
---|
381 |
|
---|
382 |
|
---|
383 | // Project the intersection point onto the coordinate plane
|
---|
384 | // specified by which.
|
---|
385 | ray.Extrap(t).ExtractVerts(&u, &v, paxis);
|
---|
386 |
|
---|
387 |
|
---|
388 | int size = (int)face->mVertexIndices.size();
|
---|
389 |
|
---|
390 | if (MeshDebug)
|
---|
391 | cout<<"size="<<size<<endl;
|
---|
392 |
|
---|
393 | mVertices[face->mVertexIndices[size - 1]].
|
---|
394 | ExtractVerts(&u1, &v1, paxis );
|
---|
395 |
|
---|
396 | //$$JB changed 12.4.2006 from 0 ^^
|
---|
397 | if (0 && size <= 4) {
|
---|
398 | // assume a convex face
|
---|
399 | for (i = 0; i < size; i++) {
|
---|
400 | mVertices[face->mVertexIndices[i]].ExtractVerts(&u2, &v2, paxis);
|
---|
401 | // line u1, v1, u2, v2
|
---|
402 | if ((v1 - v2)*(u - u1) + (u2 - u1)*(v - v1) > 0) {
|
---|
403 | if (MeshDebug)
|
---|
404 | cout<<"exit on "<<i<<endl;
|
---|
405 | return Ray::NO_INTERSECTION;
|
---|
406 | }
|
---|
407 | u1 = u2;
|
---|
408 | v1 = v2;
|
---|
409 | }
|
---|
410 |
|
---|
411 | return Ray::INTERSECTION;
|
---|
412 | }
|
---|
413 |
|
---|
414 | // We're stuck with the Jordan curve computation. Count number
|
---|
415 | // of intersections between the line segments the polygon comprises
|
---|
416 | // with a ray originating at the point of intersection and
|
---|
417 | // travelling in the positive X direction.
|
---|
418 | for (i = 0; i < size; i++) {
|
---|
419 | mVertices[face->mVertexIndices[i]].ExtractVerts(&u2, &v2, paxis);
|
---|
420 | count += (int_lineseg(u, v, u1, v1, u2, v2) != 0);
|
---|
421 | u1 = u2;
|
---|
422 | v1 = v2;
|
---|
423 | }
|
---|
424 |
|
---|
425 | if (MeshDebug)
|
---|
426 | cout<<"count="<<count<<endl;
|
---|
427 |
|
---|
428 | // We hit polygon if number of intersections is odd.
|
---|
429 | return (count & 1) ? Ray::INTERSECTION : Ray::NO_INTERSECTION;
|
---|
430 | }
|
---|
431 |
|
---|
432 | int
|
---|
433 | Mesh::GetRandomSurfacePoint(Vector3 &point, Vector3 &normal)
|
---|
434 | {
|
---|
435 | //const int faceIndex = (int)RandomValue(0, (Real)((int)mFaces.size()-1));
|
---|
436 | const int faceIndex = (int)RandomValue(0, (Real)mFaces.size() - 0.5f);
|
---|
437 |
|
---|
438 | // assume the face is convex and generate a convex combination
|
---|
439 | Face *face = mFaces[faceIndex];
|
---|
440 |
|
---|
441 | point = Vector3(0,0,0);
|
---|
442 | float sum = 0.0f;
|
---|
443 |
|
---|
444 | for (int i = 0; i < face->mVertexIndices.size(); i++) {
|
---|
445 | float r = RandomValue(0,1);
|
---|
446 | sum += r;
|
---|
447 | point += mVertices[face->mVertexIndices[i]]*r;
|
---|
448 | }
|
---|
449 | point *= 1.0f/sum;
|
---|
450 |
|
---|
451 | normal = GetFacePlane(faceIndex).mNormal;
|
---|
452 |
|
---|
453 | return faceIndex;
|
---|
454 | }
|
---|
455 |
|
---|
456 | int
|
---|
457 | Mesh::GetRandomVisibleSurfacePoint(Vector3 &point,
|
---|
458 | Vector3 &normal,
|
---|
459 | const Vector3 &viewpoint,
|
---|
460 | const int maxTries)
|
---|
461 | {
|
---|
462 | Plane3 plane;
|
---|
463 | const int faceIndex = (int)RandomValue(0, (Real)mFaces.size() - 0.5f);
|
---|
464 | int tries;
|
---|
465 | for (tries = 0; tries < maxTries; tries++) {
|
---|
466 | Face *face = mFaces[faceIndex];
|
---|
467 | plane = GetFacePlane(faceIndex);
|
---|
468 |
|
---|
469 | if (plane.Side(viewpoint) > 0) {
|
---|
470 | point = Vector3(0,0,0);
|
---|
471 | float sum = 0.0f;
|
---|
472 | // pickup a point inside this triangle
|
---|
473 | for (int i = 0; i < face->mVertexIndices.size(); i++) {
|
---|
474 | float r = RandomValue(0,1);
|
---|
475 | sum += r;
|
---|
476 | point += mVertices[face->mVertexIndices[i]]*r;
|
---|
477 | }
|
---|
478 | point *= 1.0f/sum;
|
---|
479 | break;
|
---|
480 | }
|
---|
481 | }
|
---|
482 |
|
---|
483 | normal = plane.mNormal;
|
---|
484 | return (tries < maxTries) ? faceIndex + 1 : 0;
|
---|
485 | }
|
---|
486 |
|
---|
487 |
|
---|
488 | Plane3
|
---|
489 | Mesh::GetFacePlane(const int faceIndex) const
|
---|
490 | {
|
---|
491 | Face *face = mFaces[faceIndex];
|
---|
492 | return Plane3(mVertices[face->mVertexIndices[0]],
|
---|
493 | mVertices[face->mVertexIndices[1]],
|
---|
494 | mVertices[face->mVertexIndices[2]]);
|
---|
495 | }
|
---|
496 |
|
---|
497 | bool
|
---|
498 | Mesh::ValidateFace(const int i)
|
---|
499 | {
|
---|
500 | Face *face = mFaces[i];
|
---|
501 |
|
---|
502 | Plane3 plane = Plane3(mVertices[face->mVertexIndices[0]],
|
---|
503 | mVertices[face->mVertexIndices[1]],
|
---|
504 | mVertices[face->mVertexIndices[2]]);
|
---|
505 |
|
---|
506 | if (!eq(Magnitude(plane.mNormal), 1.0f))
|
---|
507 | return false;
|
---|
508 |
|
---|
509 | return true;
|
---|
510 | }
|
---|
511 |
|
---|
512 |
|
---|
513 | bool Mesh::CheckMesh() const
|
---|
514 | {
|
---|
515 | VertexContainer::const_iterator vit, vit_end = mVertices.end();
|
---|
516 |
|
---|
517 | for (vit = mVertices.begin(); vit != vit_end; ++ vit)
|
---|
518 | {
|
---|
519 | for (int i = 0; i < 3; ++ i)
|
---|
520 | {
|
---|
521 | const float x = (*vit)[i];
|
---|
522 | if (x != x) // nan
|
---|
523 | //if (isnan((*vit)[i]))
|
---|
524 | {
|
---|
525 | cout << "warning: vertex is ill defined" << endl;
|
---|
526 | return false;
|
---|
527 | }
|
---|
528 | }
|
---|
529 | }
|
---|
530 | return true;
|
---|
531 | }
|
---|
532 |
|
---|
533 |
|
---|
534 | static void PrintFace(const Mesh *mesh, const int idx, ostream &app)
|
---|
535 | {
|
---|
536 | Face *face = mesh->mFaces[idx];
|
---|
537 |
|
---|
538 | VertexIndexContainer::iterator it, it_end = face->mVertexIndices.end();
|
---|
539 |
|
---|
540 | cout << "face " << idx << endl;
|
---|
541 | for (it = face->mVertexIndices.begin(); it != it_end; ++ it)
|
---|
542 | {
|
---|
543 | cout << (*it) << ": " << mesh->mVertices[*it] << " ";
|
---|
544 | }
|
---|
545 | cout << endl;
|
---|
546 | }
|
---|
547 |
|
---|
548 |
|
---|
549 | void Mesh::Print(ostream &app) const
|
---|
550 | {
|
---|
551 | VertexContainer::const_iterator vit, vit_end = mVertices.end();
|
---|
552 |
|
---|
553 | for (vit = mVertices.begin(); vit != vit_end; ++ vit)
|
---|
554 | {
|
---|
555 | app << (*vit) << " ";
|
---|
556 | }
|
---|
557 | app << endl;
|
---|
558 |
|
---|
559 | for (int i = 0; i < (int)mFaces.size(); ++ i)
|
---|
560 | {
|
---|
561 | PrintFace(this, i, app);
|
---|
562 | }
|
---|
563 | }
|
---|
564 |
|
---|
565 |
|
---|
566 | void
|
---|
567 | Mesh::Cleanup()
|
---|
568 | {
|
---|
569 | int toRemove = 0;
|
---|
570 | FaceContainer newFaces;
|
---|
571 | for (int i=0; i < mFaces.size(); i++)
|
---|
572 | if (ValidateFace(i)) {
|
---|
573 | newFaces.push_back(mFaces[i]);
|
---|
574 | } else {
|
---|
575 | cout<<"d";
|
---|
576 | delete mFaces[i];
|
---|
577 | toRemove++;
|
---|
578 | }
|
---|
579 |
|
---|
580 | if (toRemove) {
|
---|
581 | mFaces = newFaces;
|
---|
582 | }
|
---|
583 |
|
---|
584 | // cleanup vertices??
|
---|
585 | }
|
---|
586 |
|
---|
587 |
|
---|
588 | Vector3 Mesh::GetNormal(const int idx) const
|
---|
589 | {
|
---|
590 | return GetFacePlane(idx).mNormal;
|
---|
591 | }
|
---|
592 |
|
---|
593 |
|
---|
594 | void
|
---|
595 | Mesh::AddTriangle(const Triangle3 &triangle)
|
---|
596 | {
|
---|
597 | int index = (int)mVertices.size();
|
---|
598 |
|
---|
599 | for (int i=0; i < 3; i++) {
|
---|
600 | mVertices.push_back(triangle.mVertices[i]);
|
---|
601 | }
|
---|
602 |
|
---|
603 | AddFace(new Face(index + 0, index + 1, index + 2) );
|
---|
604 | }
|
---|
605 |
|
---|
606 | void
|
---|
607 | Mesh::AddRectangle(const Rectangle3 &rect)
|
---|
608 | {
|
---|
609 | int index = (int)mVertices.size();
|
---|
610 |
|
---|
611 | for (int i=0; i < 4; i++) {
|
---|
612 | mVertices.push_back(rect.mVertices[i]);
|
---|
613 | }
|
---|
614 |
|
---|
615 | AddFace(new Face(index + 0, index + 1, index + 2, index + 3) );
|
---|
616 | }
|
---|
617 |
|
---|
618 | void
|
---|
619 | Mesh::AssignRandomMaterial()
|
---|
620 | {
|
---|
621 | mMaterial = MaterialManager::GetSingleton()->CreateResource();
|
---|
622 |
|
---|
623 | Material randMat = RandomMaterial();
|
---|
624 |
|
---|
625 | mMaterial->mDiffuseColor = randMat.mDiffuseColor;
|
---|
626 | mMaterial->mSpecularColor = randMat.mSpecularColor;
|
---|
627 | mMaterial->mAmbientColor = randMat.mAmbientColor;
|
---|
628 | }
|
---|
629 |
|
---|
630 |
|
---|
631 | Mesh *CreateMeshFromBox(const AxisAlignedBox3 &box)
|
---|
632 | {
|
---|
633 | Mesh *mesh = MeshManager::GetSingleton()->CreateResource();
|
---|
634 |
|
---|
635 | // add 8 vertices of the box
|
---|
636 | const int index = (int)mesh->mVertices.size();
|
---|
637 |
|
---|
638 | for (int i=0; i < 8; ++ i)
|
---|
639 | {
|
---|
640 | Vector3 v;
|
---|
641 | box.GetVertex(i, v);
|
---|
642 | mesh->mVertices.push_back(v);
|
---|
643 | }
|
---|
644 |
|
---|
645 | mesh->AddFace(new Face(index + 0, index + 1, index + 3, index + 2) );
|
---|
646 | mesh->AddFace(new Face(index + 0, index + 2, index + 6, index + 4) );
|
---|
647 | mesh->AddFace(new Face(index + 4, index + 6, index + 7, index + 5) );
|
---|
648 |
|
---|
649 | mesh->AddFace(new Face(index + 3, index + 1, index + 5, index + 7) );
|
---|
650 | mesh->AddFace(new Face(index + 0, index + 4, index + 5, index + 1) );
|
---|
651 | mesh->AddFace(new Face(index + 2, index + 3, index + 7, index + 6) );
|
---|
652 |
|
---|
653 | return mesh;
|
---|
654 | }
|
---|
655 |
|
---|
656 |
|
---|
657 | Mesh::Mesh(const int id, const int vertices, const int faces):
|
---|
658 | mFaces(),
|
---|
659 | mMaterial(NULL),
|
---|
660 | mKdTree(NULL),
|
---|
661 | mVertices(),
|
---|
662 | mIsConvex(false),
|
---|
663 | mIsWatertight(false),
|
---|
664 | mId(id)
|
---|
665 | {
|
---|
666 | mVertices.reserve(vertices);
|
---|
667 | mFaces.reserve(faces);
|
---|
668 | }
|
---|
669 |
|
---|
670 |
|
---|
671 | Mesh::Mesh(const int id):
|
---|
672 | mId(id), mVertices(), mFaces(), mMaterial(NULL), mKdTree(NULL)
|
---|
673 | {}
|
---|
674 |
|
---|
675 |
|
---|
676 | // apply transformation to each vertex
|
---|
677 | void Mesh::ApplyTransformation(const Matrix4x4 &m)
|
---|
678 | {
|
---|
679 | VertexContainer::iterator it, it_end = mVertices.end();
|
---|
680 |
|
---|
681 | for (it = mVertices.begin(); it != it_end; ++ it)
|
---|
682 | {
|
---|
683 | (*it) = m * (*it);
|
---|
684 | }
|
---|
685 | }
|
---|
686 |
|
---|
687 |
|
---|
688 | Mesh::Mesh(const Mesh &rhs):
|
---|
689 | mKdTree(NULL)
|
---|
690 | {
|
---|
691 | mVertices = rhs.mVertices;
|
---|
692 | mFaces.reserve(rhs.mFaces.size());
|
---|
693 | mId = rhs.mId;
|
---|
694 | mMaterial = rhs.mMaterial;
|
---|
695 |
|
---|
696 | FaceContainer::const_iterator it, it_end = rhs.mFaces.end();
|
---|
697 |
|
---|
698 | for (it = rhs.mFaces.begin(); it != it_end; ++ it)
|
---|
699 | {
|
---|
700 | Face *face = *it;
|
---|
701 | mFaces.push_back(new Face(*face));
|
---|
702 | }
|
---|
703 | }
|
---|
704 |
|
---|
705 |
|
---|
706 | Mesh& Mesh::operator=(const Mesh& m)
|
---|
707 | {
|
---|
708 | if (this == &m)
|
---|
709 | return *this;
|
---|
710 |
|
---|
711 | CLEAR_CONTAINER(mFaces);
|
---|
712 |
|
---|
713 | mVertices = m.mVertices;
|
---|
714 | mFaces.reserve(m.mFaces.size());
|
---|
715 | mMaterial = m.mMaterial;
|
---|
716 | // note: we don't copy id on purpose
|
---|
717 | //mId = m.mId;
|
---|
718 |
|
---|
719 | FaceContainer::const_iterator it, it_end = m.mFaces.end();
|
---|
720 |
|
---|
721 | for (it = m.mFaces.begin(); it != it_end; ++ it)
|
---|
722 | {
|
---|
723 | Face *face = *it;
|
---|
724 | mFaces.push_back(new Face(*face));
|
---|
725 | }
|
---|
726 |
|
---|
727 | return *this;
|
---|
728 | }
|
---|
729 |
|
---|
730 |
|
---|
731 | Mesh::~Mesh()
|
---|
732 | {
|
---|
733 | for (int i=0; i < mFaces.size(); ++ i)
|
---|
734 | delete mFaces[i];
|
---|
735 |
|
---|
736 | DEL_PTR(mKdTree);
|
---|
737 | }
|
---|
738 |
|
---|
739 |
|
---|
740 | void Mesh::Clear()
|
---|
741 | {
|
---|
742 | mVertices.clear();
|
---|
743 | mFaces.clear();
|
---|
744 |
|
---|
745 | DEL_PTR(mKdTree);
|
---|
746 | }
|
---|
747 |
|
---|
748 |
|
---|
749 |
|
---|
750 | /********************************************************/
|
---|
751 | /* MeshInstance implementation */
|
---|
752 | /********************************************************/
|
---|
753 |
|
---|
754 | int
|
---|
755 | MeshInstance::CastRay(
|
---|
756 | Ray &ray
|
---|
757 | )
|
---|
758 | {
|
---|
759 | int res = mMesh->CastRay(ray, this);
|
---|
760 |
|
---|
761 | return res;
|
---|
762 | }
|
---|
763 |
|
---|
764 | int
|
---|
765 | MeshInstance::CastRay(
|
---|
766 | Ray &ray,
|
---|
767 | const vector<int> &faces
|
---|
768 | )
|
---|
769 | {
|
---|
770 | return mMesh->CastRayToSelectedFaces(ray, faces, this);
|
---|
771 | }
|
---|
772 |
|
---|
773 |
|
---|
774 |
|
---|
775 | int
|
---|
776 | MeshInstance::GetRandomSurfacePoint(Vector3 &point, Vector3 &normal)
|
---|
777 | {
|
---|
778 | return mMesh->GetRandomSurfacePoint(point, normal);
|
---|
779 | }
|
---|
780 |
|
---|
781 | int
|
---|
782 | MeshInstance::GetRandomVisibleSurfacePoint(Vector3 &point,
|
---|
783 | Vector3 &normal,
|
---|
784 | const Vector3 &viewpoint,
|
---|
785 | const int maxTries)
|
---|
786 | {
|
---|
787 | return mMesh->GetRandomVisibleSurfacePoint(point, normal, viewpoint, maxTries);
|
---|
788 | }
|
---|
789 |
|
---|
790 |
|
---|
791 | void MeshInstance::SetMaterial(Material *mat)
|
---|
792 | {
|
---|
793 | mMaterial = mat;
|
---|
794 | }
|
---|
795 |
|
---|
796 | Material *MeshInstance::GetMaterial() const
|
---|
797 | {
|
---|
798 | return mMaterial;
|
---|
799 | }
|
---|
800 |
|
---|
801 |
|
---|
802 | Vector3 MeshInstance::GetNormal(const int idx) const
|
---|
803 | {
|
---|
804 | return mMesh->GetNormal(idx);
|
---|
805 | }
|
---|
806 |
|
---|
807 |
|
---|
808 | int MeshInstance::GetRandomEdgePoint(Vector3 &point, Vector3 &normal)
|
---|
809 | {
|
---|
810 | // get random face
|
---|
811 | const int faceIdx = (int)RandomValue(0.0f, (float)mMesh->mFaces.size() - 0.5f);
|
---|
812 | Face *face = mMesh->mFaces[faceIdx];
|
---|
813 |
|
---|
814 | // get random edge of face (hack: this is not uniform in the edges!
|
---|
815 | const int edgeIdx = (int)RandomValue(0.0f, (float)face->mVertexIndices.size() - 0.5f);
|
---|
816 |
|
---|
817 | //cout << "idx = " << edgeIdx << " s: " << face->mVertexIndices.size() << endl;
|
---|
818 | const int vertexIdxA = face->mVertexIndices[edgeIdx];
|
---|
819 | const int vertexIdxB = face->mVertexIndices[(edgeIdx + 1) % (int)face->mVertexIndices.size()];
|
---|
820 |
|
---|
821 | const Vector3 a = mMesh->mVertices[vertexIdxA];
|
---|
822 | const Vector3 b = mMesh->mVertices[vertexIdxB];
|
---|
823 |
|
---|
824 | const float w = RandomValue(0.0f, 1.0f);
|
---|
825 |
|
---|
826 | // get random point on edge
|
---|
827 | point = a * w + b * (1.0f - w);
|
---|
828 |
|
---|
829 | //cout << "va " << a << " vb " << b << "p " << point << endl;
|
---|
830 | // hack: set normal of face as normal
|
---|
831 | normal = mMesh->GetFacePlane(faceIdx).mNormal;
|
---|
832 |
|
---|
833 | return 1;
|
---|
834 | }
|
---|
835 |
|
---|
836 |
|
---|
837 | /*************************************************************/
|
---|
838 | /* TransformedMeshInstance implementation */
|
---|
839 | /*************************************************************/
|
---|
840 |
|
---|
841 |
|
---|
842 | TransformedMeshInstance::TransformedMeshInstance(Mesh *mesh):
|
---|
843 | MeshInstance(mesh)
|
---|
844 | {
|
---|
845 | mWorldTransform = IdentityMatrix();
|
---|
846 | }
|
---|
847 |
|
---|
848 |
|
---|
849 | int TransformedMeshInstance::GetRandomSurfacePoint(Vector3 &point, Vector3 &normal)
|
---|
850 | {
|
---|
851 | const int index = mMesh->GetRandomSurfacePoint(point, normal);
|
---|
852 | point = mWorldTransform * point;
|
---|
853 | normal = TransformNormal(mWorldTransform, normal);
|
---|
854 | return index;
|
---|
855 | }
|
---|
856 |
|
---|
857 |
|
---|
858 | int TransformedMeshInstance::CastRay(Ray &ray)
|
---|
859 | {
|
---|
860 | ray.ApplyTransform(Invert(mWorldTransform));
|
---|
861 |
|
---|
862 | const int res = mMesh->CastRay(ray, this);
|
---|
863 | ray.ApplyTransform(mWorldTransform);
|
---|
864 |
|
---|
865 | return res;
|
---|
866 | }
|
---|
867 |
|
---|
868 |
|
---|
869 | int TransformedMeshInstance::CastRay(Ray &ray, const vector<int> &faces)
|
---|
870 | {
|
---|
871 | ray.ApplyTransform(Invert(mWorldTransform));
|
---|
872 |
|
---|
873 | const int res = mMesh->CastRayToSelectedFaces(ray, faces, this);
|
---|
874 | ray.ApplyTransform(mWorldTransform);
|
---|
875 |
|
---|
876 | return res;
|
---|
877 | }
|
---|
878 |
|
---|
879 |
|
---|
880 | void TransformedMeshInstance::ApplyWorldTransform(const Matrix4x4 &m)
|
---|
881 | {
|
---|
882 | mWorldTransform = m * mWorldTransform;
|
---|
883 | }
|
---|
884 |
|
---|
885 |
|
---|
886 | void TransformedMeshInstance::LoadWorldTransform(const Matrix4x4 &m)
|
---|
887 | {
|
---|
888 | mWorldTransform = m;
|
---|
889 | }
|
---|
890 |
|
---|
891 |
|
---|
892 | void TransformedMeshInstance::GetWorldTransform(Matrix4x4 &m) const
|
---|
893 | {
|
---|
894 | m = mWorldTransform;
|
---|
895 | }
|
---|
896 |
|
---|
897 |
|
---|
898 | AxisAlignedBox3 TransformedMeshInstance::GetBox() const
|
---|
899 | {
|
---|
900 | return Transform(mMesh->mBox, mWorldTransform);
|
---|
901 | }
|
---|
902 |
|
---|
903 |
|
---|
904 | void TransformedMeshInstance::GetTransformedMesh(Mesh &transformedMesh) const
|
---|
905 | {
|
---|
906 | // copy mesh
|
---|
907 | transformedMesh = *mMesh;
|
---|
908 | transformedMesh.ApplyTransformation(mWorldTransform);
|
---|
909 | }
|
---|
910 |
|
---|
911 |
|
---|
912 | Vector3 TransformedMeshInstance::GetNormal(const int idx) const
|
---|
913 | {
|
---|
914 | Mesh mesh;
|
---|
915 | GetTransformedMesh(mesh);
|
---|
916 | return mesh.GetFacePlane(idx).mNormal;
|
---|
917 | }
|
---|
918 |
|
---|
919 | }
|
---|