[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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[2176] | 5 | //
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[372] | 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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[2614] | 44 | Face(const VertexIndexContainer &vertices): mVertexIndices(vertices.size()) {
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[752] | 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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[2614] | 48 |
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| 49 |
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[1328] | 50 | ////////////////////////////
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[1327] | 51 |
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[372] | 52 | /// list of vertex pointers
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| 53 | VertexIndexContainer mVertexIndices;
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| 54 | };
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| 55 |
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[863] | 56 |
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| 57 |
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| 58 | /// default vertex container for Mesh
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[2176] | 59 | typedef std::vector<Vector3> VertexContainer;
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[863] | 60 |
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[372] | 61 | /// default patch container for Mesh
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| 62 | typedef std::vector<Face *> FaceContainer;
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| 63 |
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| 64 | /** Mesh containing polygonal patches */
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[2609] | 65 | class Mesh
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| 66 | {
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[372] | 67 |
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| 68 | public:
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| 69 |
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| 70 | /// Default constructor
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[2609] | 71 | Mesh(): mVertices(), mFaces(), mMaterial(NULL), mKdTree(NULL), mId(0) {}
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[1001] | 72 |
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[372] | 73 | /// Constructor with container preallocation
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[2609] | 74 | Mesh(const int vertices, const int faces);
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[1001] | 75 | /** Constructor setting a unqiue mesh id.
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| 76 | */
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| 77 | Mesh(const int id);
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| 78 | /** Setting unique mesh id and using preallocation.
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| 79 | */
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| 80 | Mesh(const int id, const int vertices, const int faces);
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| 81 | /** Copy constructor making a deep copy of the faces.
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| 82 | */
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| 83 | Mesh(const Mesh &rhs);
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| 84 | /** Assignement operator.
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| 85 | @note does not copy id
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| 86 | @note preprocess may be necessary
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| 87 | */
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| 88 | Mesh& operator=(const Mesh& m);
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| 89 |
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[1005] | 90 | ~Mesh();
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| 91 | void Clear();
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[752] | 92 |
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| 93 | void IndexVertices();
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| 94 |
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| 95 | void AssignRandomMaterial();
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[372] | 96 | void AddTriangle(const Triangle3 &triangle);
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| 97 | void AddRectangle(const Rectangle3 &triangle);
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| 98 |
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[693] | 99 | void Cleanup();
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| 100 |
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| 101 | bool ValidateFace(const int face);
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[372] | 102 |
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| 103 | void AddFace(Face *face)
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| 104 | {
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[2609] | 105 | mFaces.push_back(face);
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[372] | 106 | }
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[859] | 107 |
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| 108 | void ComputeBoundingBox();
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[1001] | 109 | /** This function must be called after creating the mesh
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| 110 | because it creates the local kd tree and the bounding box.
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| 111 | */
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[1292] | 112 | void Preprocess(const bool cleanup = true);
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[372] | 113 |
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[1001] | 114 | /** Applies transformation to the mesh.
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| 115 | @note: meshkdtree will most likely be outdated after transformation, thus
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| 116 | another preprocess might be necessary.
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| 117 | */
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| 118 | void ApplyTransformation(const Matrix4x4 &m);
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| 119 |
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[2609] | 120 | /// Axis aligned bounding box of the mesh in local mesh coordinates.
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| 121 | AxisAlignedBox3 mBox;
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| 122 | /// Vertices forming the mesh.
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[372] | 123 | VertexContainer mVertices;
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[2609] | 124 | /// Patches forming the mesh.
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[372] | 125 | FaceContainer mFaces;
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[2609] | 126 | /// Global mesh material.
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[372] | 127 | Material *mMaterial;
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[2609] | 128 | /// true if the mesh is a convex mesh.
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[372] | 129 | bool mIsConvex;
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[2609] | 130 | /// true if the mesh is a convex mesh.
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[372] | 131 | bool mIsWatertight;
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| 132 |
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| 133 | MeshKdTree *mKdTree;
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[1001] | 134 |
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[372] | 135 | int
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[1001] | 136 | CastRay(Ray &ray, MeshInstance *instance);
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[372] | 137 |
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| 138 | int
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| 139 | CastRayToSelectedFaces(
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[1001] | 140 | Ray &ray,
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[2176] | 141 | const std::vector<int> &faces,
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[1001] | 142 | Intersectable *instance
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| 143 | );
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[372] | 144 |
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| 145 | int
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| 146 | CastRayToFace(
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[1001] | 147 | const int faceIndex,
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| 148 | Ray &ray,
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| 149 | float &nearestT,
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[1199] | 150 | Vector3 &nearestNormal,
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[1001] | 151 | int &nearestFace,
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| 152 | Intersectable *instance
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| 153 | );
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[372] | 154 |
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| 155 |
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| 156 | int
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| 157 | RayFaceIntersection(const int faceIndex,
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[1199] | 158 | const Ray &ray,
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| 159 | float &t,
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| 160 | Vector3 &normal,
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| 161 | const float nearestT
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| 162 | );
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[372] | 163 |
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[1418] | 164 | Plane3 GetFacePlane(const int faceIndex) const;
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[372] | 165 |
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| 166 | AxisAlignedBox3 GetFaceBox(const int faceIndex);
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| 167 |
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| 168 | int GetRandomSurfacePoint(Vector3 &point, Vector3 &normal);
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| 169 |
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[492] | 170 | int
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| 171 | GetRandomVisibleSurfacePoint(Vector3 &point,
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| 172 | Vector3 &normal,
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| 173 | const Vector3 &viewpoint,
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| 174 | const int maxTries
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| 175 | );
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[1001] | 176 |
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| 177 | /** Returns unique mesh id.
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| 178 | */
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[2609] | 179 | int GetId() const { return mId; }
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[1001] | 180 |
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[2614] | 181 | /** Returns normal of specified face.
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| 182 | */
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[1418] | 183 | Vector3 GetNormal(const int idx) const;
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| 184 |
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[1419] | 185 | // $$ matt temp
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| 186 | bool CheckMesh() const;
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| 187 |
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[2176] | 188 | void Print(std::ostream &app) const;
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[1419] | 189 |
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[2176] | 190 | virtual std::ostream &Describe(std::ostream &s) const {
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[492] | 191 | return s<<"Mesh #vertices="<<(int)mVertices.size()<<" #faces="<<(int)mFaces.size();
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| 192 | }
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[752] | 193 |
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[1001] | 194 | /** Creates a mesh from a axis aligned bounding box.
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| 195 | The mesh is handled from the resource manager.
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[991] | 196 | */
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| 197 | friend Mesh *CreateMeshFromBox(const AxisAlignedBox3 &box);
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[1001] | 198 |
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[2176] | 199 | friend std::ostream& operator<< (std::ostream &s, const Vector3 &A);
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[1419] | 200 |
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[1001] | 201 | protected:
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| 202 |
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| 203 | /// Unique id of this mesh.
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| 204 | int mId;
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[372] | 205 | };
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| 206 |
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[492] | 207 |
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[1419] | 208 | // Overload << operator for C++-style output
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[2176] | 209 | inline std::ostream&
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| 210 | operator<< (std::ostream &s, const Mesh &A)
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[1419] | 211 | {
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| 212 | A.Print(s);
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| 213 | return s;
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| 214 | }
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| 215 |
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| 216 |
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[2569] | 217 | class MeshInstance: public Intersectable {
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[1001] | 218 |
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[372] | 219 | public:
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[2609] | 220 | MeshInstance(Mesh *mesh): Intersectable(), mMesh(mesh), mMaterial(NULL)
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[1763] | 221 | {
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| 222 | }
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[372] | 223 |
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[1763] | 224 | int GetRandomSurfacePoint(Vector3 &point, Vector3 &normal);
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[372] | 225 |
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[1763] | 226 | int GetRandomVisibleSurfacePoint(Vector3 &point,
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| 227 | Vector3 &normal,
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| 228 | const Vector3 &viewpoint,
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| 229 | const int maxTries
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| 230 | );
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[372] | 231 |
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| 232 |
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[1763] | 233 | virtual int GetRandomEdgePoint(Vector3 &point,
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| 234 | Vector3 &normal);
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[372] | 235 |
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[1763] | 236 | Mesh *GetMesh() { return mMesh; }
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[372] | 237 |
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[1763] | 238 | virtual AxisAlignedBox3 GetBox() const {
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| 239 | return mMesh->mBox;
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| 240 | }
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[372] | 241 |
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[1763] | 242 | virtual int CastRay(Ray &ray);
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[2575] | 243 | virtual int CastSimpleRay(const SimpleRay &ray) { return 0;}
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| 244 | virtual int CastSimpleRay(const SimpleRay &ray, int IndexRay)
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| 245 | { return 0; }
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[372] | 246 |
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[1763] | 247 | virtual bool IsConvex() const { return mMesh->mIsConvex; }
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| 248 | virtual bool IsWatertight() const { return mMesh->mIsWatertight; }
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| 249 | virtual float IntersectionComplexity() { return (float)mMesh->mFaces.size(); }
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[387] | 250 |
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[1763] | 251 | virtual int NumberOfFaces() const { return (int)mMesh->mFaces.size(); }
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[372] | 252 |
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[1763] | 253 | virtual int Type() const { return MESH_INSTANCE; }
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[372] | 254 |
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[2569] | 255 | virtual int CastRay(Ray &ray, const std::vector<int> &faces);
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[372] | 256 |
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[2569] | 257 | virtual std::ostream &Describe(std::ostream &s)
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| 258 | {
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[372] | 259 | s<<"MeshInstance Id="<<GetId();
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| 260 | return mMesh->Describe(s);
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| 261 | }
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[1763] | 262 |
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[1001] | 263 | /** Sets the material. this overrides the material from
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[2569] | 264 | the mesh itself.
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[1001] | 265 | */
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| 266 | void SetMaterial(Material *mat);
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| 267 |
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| 268 | /** Returns the material of this mesh instance.
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[2569] | 269 | if not defined, returns the material of the mesh itself.
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[1001] | 270 | */
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| 271 | Material *GetMaterial() const;
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| 272 |
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[1344] | 273 | virtual Vector3 GetNormal(const int idx) const;
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| 274 |
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[1001] | 275 | protected:
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| 276 |
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| 277 | Mesh *mMesh;
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| 278 | /** This material overrides the mesh material;
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| 279 | */
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| 280 | Material *mMaterial;
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[372] | 281 | };
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| 282 |
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| 283 |
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[1001] | 284 | /** This mesh instance includes a world transform. Use this
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| 285 | class if the same mesh should be instantiated on different places.
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| 286 | */
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[1004] | 287 | class TransformedMeshInstance: public MeshInstance
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[372] | 288 | {
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| 289 | public:
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[2609] | 290 | TransformedMeshInstance(Mesh *mesh);
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[372] | 291 |
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[2609] | 292 | virtual AxisAlignedBox3 GetBox() const;
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[1004] | 293 |
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[2609] | 294 | virtual int CastRay(Ray &ray);
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[372] | 295 |
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[2609] | 296 | virtual int CastRay(Ray &ray, const std::vector<int> &faces);
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[372] | 297 |
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[2609] | 298 | virtual int Type() const { return TRANSFORMED_MESH_INSTANCE; }
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[1001] | 299 |
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[2609] | 300 | int GetRandomSurfacePoint(Vector3 &point, Vector3 &normal);
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[1001] | 301 |
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[2609] | 302 | /** Transforms this mesh instance by m.
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| 303 | */
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| 304 | void ApplyWorldTransform(const Matrix4x4 &m);
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| 305 | /** Loads the transformation matrix into this mesh instance.
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| 306 | */
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| 307 | void LoadWorldTransform(const Matrix4x4 &m);
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| 308 | /** The transformation is returned in m.
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| 309 | */
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| 310 | void GetWorldTransform(Matrix4x4 &m) const;
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| 311 | /** Transforms a mesh according to the stored world transform.
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| 312 | @param transformedMesh returns the tranformed mesh.
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| 313 | */
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| 314 | void GetTransformedMesh(Mesh &transformedMesh) const;
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[1001] | 315 |
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[2609] | 316 | Vector3 GetNormal(const int idx) const;
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[1002] | 317 |
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[1001] | 318 | protected:
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| 319 |
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| 320 | /// the transformation matrix
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| 321 | Matrix4x4 mWorldTransform;
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[372] | 322 |
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| 323 | };
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| 324 |
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[860] | 325 | }
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[372] | 326 |
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| 327 | #endif
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