1 | #include "Ray.h"
|
---|
2 | #include "Mesh.h"
|
---|
3 | #include "MeshKdTree.h"
|
---|
4 | #include "Triangle3.h"
|
---|
5 |
|
---|
6 | namespace GtpVisibilityPreprocessor {
|
---|
7 |
|
---|
8 | bool MeshDebug = false;
|
---|
9 |
|
---|
10 | int Intersectable::sMailId = 21843194198;
|
---|
11 | int Intersectable::sReservedMailboxes = 1;
|
---|
12 |
|
---|
13 | struct SortableVertex {
|
---|
14 |
|
---|
15 | Vector3 vertex;
|
---|
16 |
|
---|
17 | int originalId;
|
---|
18 | int newId;
|
---|
19 | int finalPos;
|
---|
20 |
|
---|
21 | SortableVertex() {}
|
---|
22 |
|
---|
23 | SortableVertex(const Vector3 &v,
|
---|
24 | const int id):
|
---|
25 | vertex(v),
|
---|
26 | originalId(id),
|
---|
27 | newId(id)
|
---|
28 | {}
|
---|
29 |
|
---|
30 | friend bool operator<(const SortableVertex &a,
|
---|
31 | const SortableVertex &b)
|
---|
32 | {
|
---|
33 | if (a.vertex.x < b.vertex.x)
|
---|
34 | return true;
|
---|
35 | else
|
---|
36 | if (a.vertex.x > b.vertex.x)
|
---|
37 | return false;
|
---|
38 |
|
---|
39 | if (a.vertex.y < b.vertex.y)
|
---|
40 | return true;
|
---|
41 | else
|
---|
42 | if (a.vertex.y > b.vertex.y)
|
---|
43 | return false;
|
---|
44 |
|
---|
45 | if (a.vertex.z < b.vertex.z)
|
---|
46 | return true;
|
---|
47 | else
|
---|
48 | // if (a.z > b.z)
|
---|
49 | return false;
|
---|
50 |
|
---|
51 | // return false;
|
---|
52 | }
|
---|
53 |
|
---|
54 | };
|
---|
55 |
|
---|
56 |
|
---|
57 | void
|
---|
58 | Mesh::ComputeBoundingBox()
|
---|
59 | {
|
---|
60 |
|
---|
61 | mBox.Initialize();
|
---|
62 | VertexContainer::const_iterator vi = mVertices.begin();
|
---|
63 | for (; vi != mVertices.end(); vi++) {
|
---|
64 | mBox.Include(*vi);
|
---|
65 | }
|
---|
66 | //mBox.Enlarge(1e-4f);
|
---|
67 | }
|
---|
68 |
|
---|
69 | void
|
---|
70 | Mesh::Preprocess()
|
---|
71 | {
|
---|
72 | Cleanup();
|
---|
73 |
|
---|
74 | ComputeBoundingBox();
|
---|
75 |
|
---|
76 | /** true if it is a watertight convex mesh
|
---|
77 | */
|
---|
78 | mIsConvex = false;
|
---|
79 |
|
---|
80 | if (mFaces.size() > MeshKdTree::mTermMinCost)
|
---|
81 | {
|
---|
82 | mKdTree = new MeshKdTree(this);
|
---|
83 | MeshKdLeaf *root = (MeshKdLeaf *)mKdTree->GetRoot();
|
---|
84 |
|
---|
85 | for (int i = 0; i < mFaces.size(); i++)
|
---|
86 | root->mFaces.push_back(i);
|
---|
87 |
|
---|
88 | cout<<"KD";
|
---|
89 | mKdTree->Construct();
|
---|
90 |
|
---|
91 | if (mKdTree->GetRoot()->IsLeaf())
|
---|
92 | {
|
---|
93 | cout<<"d";
|
---|
94 | delete mKdTree;
|
---|
95 | mKdTree = NULL;
|
---|
96 | }
|
---|
97 | }
|
---|
98 | }
|
---|
99 |
|
---|
100 |
|
---|
101 | void
|
---|
102 | Mesh::IndexVertices()
|
---|
103 | {
|
---|
104 | int i;
|
---|
105 | // check whether the vertices can be simplfied and reindexed
|
---|
106 | vector<SortableVertex> svertices(mVertices.size());
|
---|
107 |
|
---|
108 | for (i=0; i < mVertices.size(); i++)
|
---|
109 | svertices[i] = SortableVertex(mVertices[i], i);
|
---|
110 |
|
---|
111 | sort(svertices.begin(), svertices.end());
|
---|
112 |
|
---|
113 | for (i=0; i < svertices.size() - 1; i++)
|
---|
114 | if (svertices[i].vertex == svertices[i+1].vertex)
|
---|
115 | svertices[i+1].newId = svertices[i].newId;
|
---|
116 |
|
---|
117 | // remove the same vertices
|
---|
118 | int k = 0;
|
---|
119 | mVertices[0] = svertices[0].vertex;
|
---|
120 | svertices[0].finalPos = 0;
|
---|
121 |
|
---|
122 | for (i=1; i < svertices.size(); i++) {
|
---|
123 | if (svertices[i].newId != svertices[i-1].newId)
|
---|
124 | k++;
|
---|
125 |
|
---|
126 | mVertices[k] = svertices[i].vertex;
|
---|
127 | svertices[i].finalPos = k;
|
---|
128 | }
|
---|
129 |
|
---|
130 | mVertices.resize(k + 1);
|
---|
131 |
|
---|
132 | vector<int> remapBuffer(svertices.size());
|
---|
133 | for (i = 0; i < svertices.size(); i++)
|
---|
134 | remapBuffer[svertices[i].originalId] = svertices[i].finalPos;
|
---|
135 |
|
---|
136 | // remap all faces
|
---|
137 |
|
---|
138 | for (int faceIndex = 0; faceIndex < mFaces.size(); faceIndex++) {
|
---|
139 | Face *face = mFaces[faceIndex];
|
---|
140 | for (int i = 0; i < face->mVertexIndices.size(); i++) {
|
---|
141 | face->mVertexIndices[i] = remapBuffer[face->mVertexIndices[i]];
|
---|
142 | }
|
---|
143 | }
|
---|
144 | }
|
---|
145 |
|
---|
146 | AxisAlignedBox3
|
---|
147 | Mesh::GetFaceBox(const int faceIndex)
|
---|
148 | {
|
---|
149 | Face *face = mFaces[faceIndex];
|
---|
150 | AxisAlignedBox3 box;
|
---|
151 | box.SetMin( mVertices[face->mVertexIndices[0]] );
|
---|
152 | box.SetMax(box.Min());
|
---|
153 | for (int i = 1; i < face->mVertexIndices.size(); i++) {
|
---|
154 | box.Include(mVertices[face->mVertexIndices[i]]);
|
---|
155 | }
|
---|
156 | return box;
|
---|
157 | }
|
---|
158 |
|
---|
159 | int
|
---|
160 | Mesh::CastRayToFace(
|
---|
161 | const int faceIndex,
|
---|
162 | Ray &ray,
|
---|
163 | float &nearestT,
|
---|
164 | int &nearestFace,
|
---|
165 | Intersectable *instance
|
---|
166 | )
|
---|
167 | {
|
---|
168 | float t;
|
---|
169 | int hit = 0;
|
---|
170 | if (RayFaceIntersection(faceIndex, ray, t, nearestT) == Ray::INTERSECTION) {
|
---|
171 | switch (ray.GetType()) {
|
---|
172 | case Ray::GLOBAL_RAY:
|
---|
173 | ray.intersections.push_back(Ray::Intersection(t, instance, faceIndex));
|
---|
174 | hit++;
|
---|
175 | break;
|
---|
176 | case Ray::LOCAL_RAY:
|
---|
177 | nearestT = t;
|
---|
178 | nearestFace = faceIndex;
|
---|
179 | hit++;
|
---|
180 | break;
|
---|
181 | case Ray::LINE_SEGMENT:
|
---|
182 | if (t <= 1.0f) {
|
---|
183 | ray.intersections.push_back(Ray::Intersection(t, instance, faceIndex));
|
---|
184 | hit++;
|
---|
185 | }
|
---|
186 | break;
|
---|
187 | }
|
---|
188 | }
|
---|
189 | return hit;
|
---|
190 | }
|
---|
191 |
|
---|
192 | int
|
---|
193 | Mesh::CastRay(
|
---|
194 | Ray &ray,
|
---|
195 | MeshInstance *instance
|
---|
196 | )
|
---|
197 | {
|
---|
198 | if (mKdTree) {
|
---|
199 | return mKdTree->CastRay(ray, instance);
|
---|
200 | }
|
---|
201 |
|
---|
202 | int faceIndex = 0;
|
---|
203 | int hits = 0;
|
---|
204 | float nearestT = MAX_FLOAT;
|
---|
205 | int nearestFace = -1;
|
---|
206 |
|
---|
207 | if (ray.GetType() == Ray::LOCAL_RAY && ray.intersections.size())
|
---|
208 | nearestT = ray.intersections[0].mT;
|
---|
209 |
|
---|
210 |
|
---|
211 | for ( ;
|
---|
212 | faceIndex < mFaces.size();
|
---|
213 | faceIndex++) {
|
---|
214 | hits += CastRayToFace(faceIndex, ray, nearestT, nearestFace, instance);
|
---|
215 | if (mIsConvex && nearestFace != -1)
|
---|
216 | break;
|
---|
217 | }
|
---|
218 |
|
---|
219 | if ( hits && ray.GetType() == Ray::LOCAL_RAY ) {
|
---|
220 | if (ray.intersections.size())
|
---|
221 | ray.intersections[0] = Ray::Intersection(nearestT, instance, nearestFace);
|
---|
222 | else
|
---|
223 | ray.intersections.push_back(Ray::Intersection(nearestT, instance, nearestFace));
|
---|
224 | }
|
---|
225 |
|
---|
226 | return hits;
|
---|
227 | }
|
---|
228 |
|
---|
229 | int
|
---|
230 | Mesh::CastRayToSelectedFaces(
|
---|
231 | Ray &ray,
|
---|
232 | const vector<int> &faces,
|
---|
233 | Intersectable *instance
|
---|
234 | )
|
---|
235 | {
|
---|
236 | vector<int>::const_iterator fi;
|
---|
237 | int faceIndex = 0;
|
---|
238 | int hits = 0;
|
---|
239 | float nearestT = MAX_FLOAT;
|
---|
240 | int nearestFace = -1;
|
---|
241 |
|
---|
242 | if (ray.GetType() == Ray::LOCAL_RAY && ray.intersections.size())
|
---|
243 | nearestT = ray.intersections[0].mT;
|
---|
244 |
|
---|
245 | for ( fi = faces.begin();
|
---|
246 | fi != faces.end();
|
---|
247 | fi++) {
|
---|
248 | hits += CastRayToFace(*fi, ray, nearestT, nearestFace, instance);
|
---|
249 | if (mIsConvex && nearestFace != -1)
|
---|
250 | break;
|
---|
251 | }
|
---|
252 |
|
---|
253 | if ( hits && ray.GetType() == Ray::LOCAL_RAY ) {
|
---|
254 | if (ray.intersections.size())
|
---|
255 | ray.intersections[0] = Ray::Intersection(nearestT, instance, nearestFace);
|
---|
256 | else
|
---|
257 | ray.intersections.push_back(Ray::Intersection(nearestT, instance, nearestFace));
|
---|
258 | }
|
---|
259 |
|
---|
260 | return hits;
|
---|
261 | }
|
---|
262 |
|
---|
263 |
|
---|
264 | // int_lineseg returns 1 if the given line segment intersects a 2D
|
---|
265 | // ray travelling in the positive X direction. This is used in the
|
---|
266 | // Jordan curve computation for polygon intersection.
|
---|
267 | inline int
|
---|
268 | int_lineseg(float px,
|
---|
269 | float py,
|
---|
270 | float u1,
|
---|
271 | float v1,
|
---|
272 | float u2,
|
---|
273 | float v2)
|
---|
274 | {
|
---|
275 | float ydiff;
|
---|
276 |
|
---|
277 | u1 -= px; u2 -= px; // translate line
|
---|
278 | v1 -= py; v2 -= py;
|
---|
279 |
|
---|
280 | if ((v1 > 0 && v2 > 0) ||
|
---|
281 | (v1 < 0 && v2 < 0) ||
|
---|
282 | (u1 < 0 && u2 < 0))
|
---|
283 | return 0;
|
---|
284 |
|
---|
285 | if (u1 > 0 && u2 > 0)
|
---|
286 | return 1;
|
---|
287 |
|
---|
288 | ydiff = v2 - v1;
|
---|
289 | if (fabs(ydiff) < Limits::Small) { // denominator near 0
|
---|
290 | if (((fabs(v1) > Limits::Small) ||
|
---|
291 | (u1 > 0) || (u2 > 0)))
|
---|
292 | return 0;
|
---|
293 | return 1;
|
---|
294 | }
|
---|
295 |
|
---|
296 | double t = -v1 / ydiff; // Compute parameter
|
---|
297 |
|
---|
298 | double thresh;
|
---|
299 |
|
---|
300 | if (ydiff < 0.0f)
|
---|
301 | thresh = -1e-20;
|
---|
302 | else
|
---|
303 | thresh = 1e-20;
|
---|
304 |
|
---|
305 |
|
---|
306 | return (u1 + t * (u2 - u1)) > thresh; //-Limits::Small;
|
---|
307 | }
|
---|
308 |
|
---|
309 |
|
---|
310 |
|
---|
311 | // intersection with the polygonal face of the mesh
|
---|
312 | int
|
---|
313 | Mesh::RayFaceIntersection(const int faceIndex,
|
---|
314 | const Ray &ray,
|
---|
315 | float &t,
|
---|
316 | const float nearestT
|
---|
317 | )
|
---|
318 | {
|
---|
319 | Face *face = mFaces[faceIndex];
|
---|
320 |
|
---|
321 | Plane3 plane = GetFacePlane(faceIndex);
|
---|
322 | float dot = DotProd(plane.mNormal, ray.GetDir());
|
---|
323 |
|
---|
324 | if (MeshDebug) {
|
---|
325 | cout<<endl<<endl;
|
---|
326 | cout<<"normal="<<plane.mNormal<<endl;
|
---|
327 | cout<<"dot="<<dot<<endl;
|
---|
328 | }
|
---|
329 |
|
---|
330 |
|
---|
331 | // Watch for near-zero denominator
|
---|
332 | // ONLY single sided polygons!!!!!
|
---|
333 | if (ray.mFlags & Ray::CULL_BACKFACES) {
|
---|
334 | if (dot > -Limits::Small)
|
---|
335 | // if (fabs(dot) < Limits::Small)
|
---|
336 | return Ray::NO_INTERSECTION;
|
---|
337 | } else {
|
---|
338 | if (fabs(dot) < Limits::Small)
|
---|
339 | return Ray::NO_INTERSECTION;
|
---|
340 | }
|
---|
341 |
|
---|
342 | t = (-plane.mD - DotProd(plane.mNormal, ray.GetLoc())) / dot;
|
---|
343 |
|
---|
344 | if (MeshDebug)
|
---|
345 | cout<<"t="<<t<<endl;
|
---|
346 |
|
---|
347 | if (t <= Limits::Small)
|
---|
348 | return Ray::INTERSECTION_OUT_OF_LIMITS;
|
---|
349 |
|
---|
350 | if (t >= nearestT) {
|
---|
351 | return Ray::INTERSECTION_OUT_OF_LIMITS; // no intersection was found
|
---|
352 | }
|
---|
353 |
|
---|
354 | int count = 0;
|
---|
355 | float u, v, u1, v1, u2, v2;
|
---|
356 | int i;
|
---|
357 |
|
---|
358 | int paxis = plane.mNormal.DrivingAxis();
|
---|
359 |
|
---|
360 |
|
---|
361 | // Project the intersection point onto the coordinate plane
|
---|
362 | // specified by which.
|
---|
363 | ray.Extrap(t).ExtractVerts(&u, &v, paxis);
|
---|
364 |
|
---|
365 |
|
---|
366 | int size = (int)face->mVertexIndices.size();
|
---|
367 |
|
---|
368 | if (MeshDebug)
|
---|
369 | cout<<"size="<<size<<endl;
|
---|
370 |
|
---|
371 | mVertices[face->mVertexIndices[size - 1]].
|
---|
372 | ExtractVerts(&u1, &v1, paxis );
|
---|
373 |
|
---|
374 | //$$JB changed 12.4.2006 from 0 ^^
|
---|
375 | if (0 && size <= 4) {
|
---|
376 | // assume a convex face
|
---|
377 | for (i = 0; i < size; i++) {
|
---|
378 | mVertices[face->mVertexIndices[i]].ExtractVerts(&u2, &v2, paxis);
|
---|
379 | // line u1, v1, u2, v2
|
---|
380 | if ((v1 - v2)*(u - u1) + (u2 - u1)*(v - v1) > 0) {
|
---|
381 | if (MeshDebug)
|
---|
382 | cout<<"exit on "<<i<<endl;
|
---|
383 | return Ray::NO_INTERSECTION;
|
---|
384 | }
|
---|
385 | u1 = u2;
|
---|
386 | v1 = v2;
|
---|
387 | }
|
---|
388 |
|
---|
389 | return Ray::INTERSECTION;
|
---|
390 | }
|
---|
391 |
|
---|
392 | // We're stuck with the Jordan curve computation. Count number
|
---|
393 | // of intersections between the line segments the polygon comprises
|
---|
394 | // with a ray originating at the point of intersection and
|
---|
395 | // travelling in the positive X direction.
|
---|
396 | for (i = 0; i < size; i++) {
|
---|
397 | mVertices[face->mVertexIndices[i]].ExtractVerts(&u2, &v2, paxis);
|
---|
398 | count += (int_lineseg(u, v, u1, v1, u2, v2) != 0);
|
---|
399 | u1 = u2;
|
---|
400 | v1 = v2;
|
---|
401 | }
|
---|
402 |
|
---|
403 | if (MeshDebug)
|
---|
404 | cout<<"count="<<count<<endl;
|
---|
405 |
|
---|
406 | // We hit polygon if number of intersections is odd.
|
---|
407 | return (count & 1) ? Ray::INTERSECTION : Ray::NO_INTERSECTION;
|
---|
408 | }
|
---|
409 |
|
---|
410 | int
|
---|
411 | Mesh::GetRandomSurfacePoint(Vector3 &point, Vector3 &normal)
|
---|
412 | {
|
---|
413 | int faceIndex = (int)RandomValue(0, (Real)((int)mFaces.size()-1));
|
---|
414 |
|
---|
415 | // assume the face is convex and generate a convex combination
|
---|
416 | //
|
---|
417 | Face *face = mFaces[faceIndex];
|
---|
418 | point = Vector3(0,0,0);
|
---|
419 | float sum = 0.0f;
|
---|
420 | for (int i = 0; i < face->mVertexIndices.size(); i++) {
|
---|
421 | float r = RandomValue(0,1);
|
---|
422 | sum += r;
|
---|
423 | point += mVertices[face->mVertexIndices[i]]*r;
|
---|
424 | }
|
---|
425 | point *= 1.0f/sum;
|
---|
426 |
|
---|
427 | normal = GetFacePlane(faceIndex).mNormal;
|
---|
428 |
|
---|
429 | return faceIndex;
|
---|
430 | }
|
---|
431 |
|
---|
432 | int
|
---|
433 | Mesh::GetRandomVisibleSurfacePoint(Vector3 &point,
|
---|
434 | Vector3 &normal,
|
---|
435 | const Vector3 &viewpoint,
|
---|
436 | const int maxTries
|
---|
437 | )
|
---|
438 | {
|
---|
439 | Plane3 plane;
|
---|
440 | int faceIndex = (int)RandomValue(0, (Real)((int)mFaces.size()-1));
|
---|
441 | int tries;
|
---|
442 | for (tries = 0; tries < maxTries; tries++) {
|
---|
443 | Face *face = mFaces[faceIndex];
|
---|
444 | plane = GetFacePlane(faceIndex);
|
---|
445 |
|
---|
446 | if (plane.Side(viewpoint) > 0) {
|
---|
447 | point = Vector3(0,0,0);
|
---|
448 | float sum = 0.0f;
|
---|
449 | // pickup a point inside this triangle
|
---|
450 | for (int i = 0; i < face->mVertexIndices.size(); i++) {
|
---|
451 | float r = RandomValue(0,1);
|
---|
452 | sum += r;
|
---|
453 | point += mVertices[face->mVertexIndices[i]]*r;
|
---|
454 | }
|
---|
455 | point *= 1.0f/sum;
|
---|
456 | break;
|
---|
457 | }
|
---|
458 | }
|
---|
459 |
|
---|
460 | normal = plane.mNormal;
|
---|
461 | return (tries < maxTries) ? faceIndex + 1 : 0;
|
---|
462 | }
|
---|
463 |
|
---|
464 |
|
---|
465 | int
|
---|
466 | MeshInstance::CastRay(
|
---|
467 | Ray &ray
|
---|
468 | )
|
---|
469 | {
|
---|
470 | int res = mMesh->CastRay(ray, this);
|
---|
471 | return res;
|
---|
472 | }
|
---|
473 |
|
---|
474 | int
|
---|
475 | MeshInstance::CastRay(
|
---|
476 | Ray &ray,
|
---|
477 | const vector<int> &faces
|
---|
478 | )
|
---|
479 | {
|
---|
480 | return mMesh->CastRayToSelectedFaces(ray, faces, this);
|
---|
481 | }
|
---|
482 |
|
---|
483 |
|
---|
484 |
|
---|
485 | int
|
---|
486 | MeshInstance::GetRandomSurfacePoint(Vector3 &point, Vector3 &normal)
|
---|
487 | {
|
---|
488 | return mMesh->GetRandomSurfacePoint(point, normal);
|
---|
489 | }
|
---|
490 |
|
---|
491 | int
|
---|
492 | MeshInstance::GetRandomVisibleSurfacePoint(Vector3 &point,
|
---|
493 | Vector3 &normal,
|
---|
494 | const Vector3 &viewpoint,
|
---|
495 | const int maxTries
|
---|
496 | )
|
---|
497 | {
|
---|
498 | return mMesh->GetRandomVisibleSurfacePoint(point, normal, viewpoint, maxTries);
|
---|
499 | }
|
---|
500 |
|
---|
501 |
|
---|
502 | int
|
---|
503 | TransformedMeshInstance::GetRandomSurfacePoint(Vector3 &point, Vector3 &normal)
|
---|
504 | {
|
---|
505 | int index = mMesh->GetRandomSurfacePoint(point, normal);
|
---|
506 | point = mWorldTransform*point;
|
---|
507 | normal = TransformNormal(mWorldTransform, normal);
|
---|
508 | return index;
|
---|
509 | }
|
---|
510 |
|
---|
511 | Plane3
|
---|
512 | Mesh::GetFacePlane(const int faceIndex)
|
---|
513 | {
|
---|
514 | Face *face = mFaces[faceIndex];
|
---|
515 | return Plane3(mVertices[face->mVertexIndices[0]],
|
---|
516 | mVertices[face->mVertexIndices[1]],
|
---|
517 | mVertices[face->mVertexIndices[2]]);
|
---|
518 | }
|
---|
519 |
|
---|
520 | bool
|
---|
521 | Mesh::ValidateFace(const int i)
|
---|
522 | {
|
---|
523 | Face *face = mFaces[i];
|
---|
524 |
|
---|
525 | Plane3 plane = Plane3(mVertices[face->mVertexIndices[0]],
|
---|
526 | mVertices[face->mVertexIndices[1]],
|
---|
527 | mVertices[face->mVertexIndices[2]]);
|
---|
528 |
|
---|
529 | if (!eq(Magnitude(plane.mNormal), 1.0f))
|
---|
530 | return false;
|
---|
531 |
|
---|
532 | return true;
|
---|
533 | }
|
---|
534 |
|
---|
535 | void
|
---|
536 | Mesh::Cleanup()
|
---|
537 | {
|
---|
538 | int toRemove = 0;
|
---|
539 | FaceContainer newFaces;
|
---|
540 | for (int i=0; i < mFaces.size(); i++)
|
---|
541 | if (ValidateFace(i)) {
|
---|
542 | newFaces.push_back(mFaces[i]);
|
---|
543 | } else {
|
---|
544 | cout<<"d";
|
---|
545 | delete mFaces[i];
|
---|
546 | toRemove++;
|
---|
547 | }
|
---|
548 |
|
---|
549 | if (toRemove) {
|
---|
550 | mFaces = newFaces;
|
---|
551 | }
|
---|
552 |
|
---|
553 | // cleanup vertices??
|
---|
554 | }
|
---|
555 |
|
---|
556 | int
|
---|
557 | TransformedMeshInstance::CastRay(
|
---|
558 | Ray &ray
|
---|
559 | )
|
---|
560 | {
|
---|
561 | ray.ApplyTransform(Invert(mWorldTransform));
|
---|
562 | int res = mMesh->CastRay(ray, this);
|
---|
563 | ray.ApplyTransform(mWorldTransform);
|
---|
564 |
|
---|
565 | return res;
|
---|
566 | }
|
---|
567 |
|
---|
568 |
|
---|
569 | void
|
---|
570 | Mesh::AddTriangle(const Triangle3 &triangle)
|
---|
571 | {
|
---|
572 | int index = (int)mVertices.size();
|
---|
573 |
|
---|
574 | for (int i=0; i < 3; i++) {
|
---|
575 | mVertices.push_back(triangle.mVertices[i]);
|
---|
576 | }
|
---|
577 |
|
---|
578 | AddFace(new Face(index + 0, index + 1, index + 2) );
|
---|
579 | }
|
---|
580 |
|
---|
581 | void
|
---|
582 | Mesh::AddRectangle(const Rectangle3 &rect)
|
---|
583 | {
|
---|
584 | int index = (int)mVertices.size();
|
---|
585 |
|
---|
586 | for (int i=0; i < 4; i++) {
|
---|
587 | mVertices.push_back(rect.mVertices[i]);
|
---|
588 | }
|
---|
589 |
|
---|
590 | AddFace(new Face(index + 0, index + 1, index + 2, index + 3) );
|
---|
591 | }
|
---|
592 |
|
---|
593 | void
|
---|
594 | Mesh::AssignRandomMaterial()
|
---|
595 | {
|
---|
596 | if (!mMaterial)
|
---|
597 | mMaterial = new Material;
|
---|
598 | *mMaterial = RandomMaterial();
|
---|
599 |
|
---|
600 | }
|
---|
601 |
|
---|
602 |
|
---|
603 | Mesh *CreateBox(const AxisAlignedBox3 &box)
|
---|
604 | {
|
---|
605 | Mesh *mesh = new Mesh;
|
---|
606 | // add 8 vertices of the box
|
---|
607 | int index = (int)mesh->mVertices.size();
|
---|
608 | for (int i=0; i < 8; i++) {
|
---|
609 | Vector3 v;
|
---|
610 | box.GetVertex(i, v);
|
---|
611 | mesh->mVertices.push_back(v);
|
---|
612 | }
|
---|
613 |
|
---|
614 | mesh->AddFace(new Face(index + 0, index + 1, index + 3, index + 2) );
|
---|
615 | mesh->AddFace(new Face(index + 0, index + 2, index + 6, index + 4) );
|
---|
616 | mesh->AddFace(new Face(index + 4, index + 6, index + 7, index + 5) );
|
---|
617 |
|
---|
618 | mesh->AddFace(new Face(index + 3, index + 1, index + 5, index + 7) );
|
---|
619 | mesh->AddFace(new Face(index + 0, index + 4, index + 5, index + 1) );
|
---|
620 | mesh->AddFace(new Face(index + 2, index + 3, index + 7, index + 6) );
|
---|
621 |
|
---|
622 | return mesh;
|
---|
623 | }
|
---|
624 |
|
---|
625 | }
|
---|