[372] | 1 | #ifndef _Mesh_H__
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| 2 | #define _Mesh_H__
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| 3 |
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| 4 | #include <vector>
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| 5 | using namespace std;
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| 6 | #include "Intersectable.h"
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| 7 | #include "Plane3.h"
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| 8 | #include "Matrix4x4.h"
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| 9 | #include "AxisAlignedBox3.h"
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| 10 | #include "Material.h"
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[863] | 11 | #include "Containers.h"
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[372] | 12 |
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[863] | 13 |
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[860] | 14 | namespace GtpVisibilityPreprocessor {
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| 15 |
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[878] | 16 | extern bool MeshDebug;
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| 17 |
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[372] | 18 | struct Triangle3;
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| 19 | class MeshInstance;
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| 20 | class MeshKdTree;
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| 21 |
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| 22 |
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[1344] | 23 | /** Patch used as an element of the mesh
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| 24 | */
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[752] | 25 | struct Face {
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| 26 |
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[372] | 27 | public:
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| 28 | Face(): mVertexIndices() {}
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[752] | 29 |
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[372] | 30 | Face(const int a, const int b, const int c):mVertexIndices(3) {
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| 31 | mVertexIndices[0] = a;
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| 32 | mVertexIndices[1] = b;
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| 33 | mVertexIndices[2] = c;
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| 34 | }
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| 35 |
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| 36 | Face(const int a, const int b, const int c, const int d):
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| 37 | mVertexIndices(4) {
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| 38 | mVertexIndices[0] = a;
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| 39 | mVertexIndices[1] = b;
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| 40 | mVertexIndices[2] = c;
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| 41 | mVertexIndices[3] = d;
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| 42 | }
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| 43 |
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[752] | 44 | Face(const VertexIndexContainer &vertices):mVertexIndices(vertices.size()) {
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| 45 | for (int i=0; i < vertices.size(); i++)
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| 46 | mVertexIndices[i] = vertices[i];
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| 47 | }
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[372] | 48 |
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[1328] | 49 | ////////////////////////////
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[1327] | 50 |
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[372] | 51 | /// list of vertex pointers
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| 52 | VertexIndexContainer mVertexIndices;
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| 53 | };
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| 54 |
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[863] | 55 |
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| 56 |
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| 57 | /// default vertex container for Mesh
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| 58 | typedef vector<Vector3> VertexContainer;
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| 59 |
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[372] | 60 | /// default patch container for Mesh
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| 61 | typedef std::vector<Face *> FaceContainer;
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| 62 |
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| 63 | /** Mesh containing polygonal patches */
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| 64 | class Mesh {
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| 65 |
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| 66 | public:
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| 67 |
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| 68 | /// Default constructor
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[1001] | 69 | Mesh():mVertices(), mFaces(), mMaterial(NULL), mKdTree(NULL), mId(0) {}
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| 70 |
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[372] | 71 | /// Constructor with container preallocation
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[1001] | 72 | Mesh(const int vertices, const int faces):
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[372] | 73 | mFaces(),
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| 74 | mMaterial(NULL),
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| 75 | mKdTree(NULL),
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| 76 | mVertices(),
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| 77 | mIsConvex(false),
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[1001] | 78 | mIsWatertight(false),
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| 79 | mId(0)
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[372] | 80 | {
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| 81 | mVertices.reserve(vertices);
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| 82 | mFaces.reserve(faces);
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| 83 | }
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[1001] | 84 |
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| 85 | /** Constructor setting a unqiue mesh id.
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| 86 | */
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| 87 | Mesh(const int id);
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| 88 |
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| 89 | /** Setting unique mesh id and using preallocation.
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| 90 | */
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| 91 | Mesh(const int id, const int vertices, const int faces);
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| 92 |
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| 93 | /** Copy constructor making a deep copy of the faces.
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| 94 | */
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| 95 | Mesh(const Mesh &rhs);
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| 96 |
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| 97 | /** Assignement operator.
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| 98 | @note does not copy id
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| 99 | @note preprocess may be necessary
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| 100 | */
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| 101 | Mesh& operator=(const Mesh& m);
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| 102 |
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[1005] | 103 | ~Mesh();
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| 104 | void Clear();
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[752] | 105 |
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| 106 | void IndexVertices();
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| 107 |
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| 108 | void AssignRandomMaterial();
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[372] | 109 | void AddTriangle(const Triangle3 &triangle);
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| 110 | void AddRectangle(const Rectangle3 &triangle);
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| 111 |
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[693] | 112 | void Cleanup();
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| 113 |
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| 114 | bool ValidateFace(const int face);
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[372] | 115 |
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| 116 | void AddFace(Face *face)
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| 117 | {
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| 118 | mFaces.push_back(face);
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| 119 | }
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[859] | 120 |
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| 121 | void ComputeBoundingBox();
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[1001] | 122 |
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| 123 | /** This function must be called after creating the mesh
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| 124 | because it creates the local kd tree and the bounding box.
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| 125 | */
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[1292] | 126 | void Preprocess(const bool cleanup = true);
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[372] | 127 |
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[1001] | 128 | /** Applies transformation to the mesh.
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| 129 | @note: meshkdtree will most likely be outdated after transformation, thus
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| 130 | another preprocess might be necessary.
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| 131 | */
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| 132 | void ApplyTransformation(const Matrix4x4 &m);
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| 133 |
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| 134 | /** Axis aligned bounding box of the mesh in local mesh coordinates.
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| 135 | */
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[372] | 136 | AxisAlignedBox3 mBox;
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| 137 |
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[1001] | 138 | /** Vertices forming the mesh.
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| 139 | */
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[372] | 140 | VertexContainer mVertices;
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| 141 |
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[1001] | 142 | /** Patches forming the mesh.
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| 143 | */
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[372] | 144 | FaceContainer mFaces;
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| 145 |
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[1001] | 146 | /** Global mesh material.
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| 147 | */
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[372] | 148 | Material *mMaterial;
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| 149 |
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[1001] | 150 | /** true if the mesh is a convex mesh.
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| 151 | */
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[372] | 152 | bool mIsConvex;
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| 153 |
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[1001] | 154 | /** true if the mesh is a convex mesh.
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| 155 | */
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[372] | 156 | bool mIsWatertight;
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| 157 |
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| 158 | MeshKdTree *mKdTree;
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[1001] | 159 |
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[372] | 160 | int
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[1001] | 161 | CastRay(Ray &ray, MeshInstance *instance);
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[372] | 162 |
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| 163 | int
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| 164 | CastRayToSelectedFaces(
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[1001] | 165 | Ray &ray,
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| 166 | const vector<int> &faces,
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| 167 | Intersectable *instance
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| 168 | );
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[372] | 169 |
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| 170 | int
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| 171 | CastRayToFace(
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[1001] | 172 | const int faceIndex,
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| 173 | Ray &ray,
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| 174 | float &nearestT,
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[1199] | 175 | Vector3 &nearestNormal,
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[1001] | 176 | int &nearestFace,
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| 177 | Intersectable *instance
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| 178 | );
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[372] | 179 |
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| 180 |
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| 181 | int
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| 182 | RayFaceIntersection(const int faceIndex,
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[1199] | 183 | const Ray &ray,
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| 184 | float &t,
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| 185 | Vector3 &normal,
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| 186 | const float nearestT
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| 187 | );
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[372] | 188 |
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[1418] | 189 | Plane3 GetFacePlane(const int faceIndex) const;
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[372] | 190 |
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| 191 | AxisAlignedBox3 GetFaceBox(const int faceIndex);
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| 192 |
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| 193 | int GetRandomSurfacePoint(Vector3 &point, Vector3 &normal);
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| 194 |
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[492] | 195 | int
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| 196 | GetRandomVisibleSurfacePoint(Vector3 &point,
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| 197 | Vector3 &normal,
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| 198 | const Vector3 &viewpoint,
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| 199 | const int maxTries
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| 200 | );
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[1001] | 201 |
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| 202 | /** Returns unique mesh id.
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| 203 | */
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| 204 | int GetId() const
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| 205 | {
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| 206 | return mId;
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| 207 | }
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| 208 |
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[1418] | 209 |
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| 210 | Vector3 GetNormal(const int idx) const;
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| 211 |
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[1419] | 212 | // $$ matt temp
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| 213 | bool CheckMesh() const;
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| 214 |
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| 215 | void Print(ostream &app) const;
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| 216 |
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| 217 | virtual ostream &Describe(ostream &s) const {
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[492] | 218 | return s<<"Mesh #vertices="<<(int)mVertices.size()<<" #faces="<<(int)mFaces.size();
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| 219 | }
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[752] | 220 |
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[1001] | 221 | /** Creates a mesh from a axis aligned bounding box.
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| 222 | The mesh is handled from the resource manager.
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[991] | 223 | */
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| 224 | friend Mesh *CreateMeshFromBox(const AxisAlignedBox3 &box);
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[1001] | 225 |
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[1419] | 226 | friend ostream& operator<< (ostream &s, const Vector3 &A);
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| 227 |
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[1001] | 228 | protected:
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| 229 |
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| 230 | /// Unique id of this mesh.
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| 231 | int mId;
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[372] | 232 | };
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| 233 |
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[492] | 234 |
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[1419] | 235 | // Overload << operator for C++-style output
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| 236 | inline ostream&
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| 237 | operator<< (ostream &s, const Mesh &A)
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| 238 | {
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| 239 | A.Print(s);
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| 240 | return s;
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| 241 | }
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| 242 |
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| 243 |
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[372] | 244 | class MeshInstance : public Intersectable {
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[1001] | 245 |
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[372] | 246 | public:
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[1001] | 247 | MeshInstance(Mesh *mesh):Intersectable(), mMesh(mesh), mMaterial(NULL)
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[372] | 248 | {
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| 249 | }
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| 250 |
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| 251 | int GetRandomSurfacePoint(Vector3 &point, Vector3 &normal);
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| 252 |
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| 253 | int
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| 254 | GetRandomVisibleSurfacePoint(Vector3 &point,
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| 255 | Vector3 &normal,
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| 256 | const Vector3 &viewpoint,
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| 257 | const int maxTries
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| 258 | );
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| 259 |
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| 260 |
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| 261 | Mesh *GetMesh() { return mMesh; }
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| 262 |
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[1020] | 263 | virtual AxisAlignedBox3 GetBox() const {
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[372] | 264 | return mMesh->mBox;
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| 265 | }
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| 266 |
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[1004] | 267 | virtual int CastRay(Ray &ray);
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[372] | 268 |
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[1020] | 269 | virtual bool IsConvex() const { return mMesh->mIsConvex; }
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| 270 | virtual bool IsWatertight() const { return mMesh->mIsWatertight; }
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[372] | 271 | virtual float IntersectionComplexity() { return (float)mMesh->mFaces.size(); }
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| 272 |
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[1020] | 273 | virtual int NumberOfFaces() const { return (int)mMesh->mFaces.size(); }
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[387] | 274 |
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[372] | 275 | virtual int Type() const { return MESH_INSTANCE; }
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| 276 |
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| 277 | virtual int
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| 278 | CastRay(
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| 279 | Ray &ray,
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| 280 | const vector<int> &faces
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| 281 | );
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| 282 |
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| 283 |
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| 284 | virtual ostream &Describe(ostream &s) {
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| 285 | s<<"MeshInstance Id="<<GetId();
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| 286 | return mMesh->Describe(s);
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| 287 | }
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| 288 |
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[1001] | 289 | /** Sets the material. this overrides the material from
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| 290 | the mesh itself.
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| 291 | */
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| 292 | void SetMaterial(Material *mat);
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| 293 |
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| 294 | /** Returns the material of this mesh instance.
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| 295 | if not defined, returns the material of the mesh itself.
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| 296 | */
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| 297 | Material *GetMaterial() const;
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| 298 |
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[1344] | 299 | virtual Vector3 GetNormal(const int idx) const;
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| 300 |
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[1001] | 301 | protected:
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| 302 |
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| 303 | Mesh *mMesh;
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| 304 | /** This material overrides the mesh material;
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| 305 | */
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| 306 | Material *mMaterial;
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[372] | 307 | };
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| 308 |
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| 309 |
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[1001] | 310 | /** This mesh instance includes a world transform. Use this
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| 311 | class if the same mesh should be instantiated on different places.
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| 312 | */
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[1004] | 313 | class TransformedMeshInstance: public MeshInstance
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[372] | 314 | {
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| 315 | public:
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[1001] | 316 | TransformedMeshInstance(Mesh *mesh);
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[372] | 317 |
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[1020] | 318 | virtual AxisAlignedBox3 GetBox() const;
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[1001] | 319 |
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[372] | 320 |
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[1001] | 321 | virtual int CastRay(Ray &ray);
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[372] | 322 |
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[1004] | 323 | virtual int CastRay(Ray &ray, const vector<int> &faces);
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| 324 |
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[372] | 325 | virtual int Type() const { return TRANSFORMED_MESH_INSTANCE; }
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| 326 |
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| 327 | int GetRandomSurfacePoint(Vector3 &point, Vector3 &normal);
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| 328 |
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[1001] | 329 | /** Transforms this mesh instance by m.
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| 330 | */
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| 331 | void ApplyWorldTransform(const Matrix4x4 &m);
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| 332 |
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| 333 | /** Loads the transformation matrix into this mesh instance.
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| 334 | */
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| 335 | void LoadWorldTransform(const Matrix4x4 &m);
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| 336 |
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| 337 | /** The transformation is returned in m.
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| 338 | */
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[1020] | 339 | void GetWorldTransform(Matrix4x4 &m) const;
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[1001] | 340 |
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[1004] | 341 | /** Transforms a mesh according to the stored world transform.
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[1020] | 342 | @param transformedMesh returns the tranformed mesh.
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[1002] | 343 | */
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[1020] | 344 | void GetTransformedMesh(Mesh &transformedMesh) const;
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[1002] | 345 |
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[1344] | 346 | Vector3 GetNormal(const int idx) const;
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| 347 |
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[1001] | 348 | protected:
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| 349 |
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| 350 | /// the transformation matrix
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| 351 | Matrix4x4 mWorldTransform;
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[372] | 352 |
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| 353 | };
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| 354 |
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[860] | 355 | }
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[372] | 356 |
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| 357 | #endif
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