irrlicht/source/Irrlicht/COctreeTriangleSelector.cpp

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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "COctreeTriangleSelector.h"
#include "ISceneNode.h"
#include "os.h"
namespace irr
{
namespace scene
{
//! constructor
COctreeTriangleSelector::COctreeTriangleSelector(const IMesh* mesh,
ISceneNode* node, s32 minimalPolysPerNode)
: CTriangleSelector(mesh, node, false)
, Root(0), NodeCount(0)
, MinimalPolysPerNode(minimalPolysPerNode)
{
#ifdef _DEBUG
setDebugName("COctreeTriangleSelector");
#endif
if (!Triangles.empty())
{
const u32 start = os::Timer::getRealTime();
// create the triangle octree
Root = new SOctreeNode();
Root->Triangles = Triangles;
constructOctree(Root);
c8 tmp[256];
sprintf(tmp, "Needed %ums to create OctreeTriangleSelector.(%d nodes, %u polys)",
os::Timer::getRealTime() - start, NodeCount, Triangles.size());
os::Printer::log(tmp, ELL_INFORMATION);
}
}
COctreeTriangleSelector::COctreeTriangleSelector(const IMeshBuffer* meshBuffer, irr::u32 materialIndex, ISceneNode* node, s32 minimalPolysPerNode)
: CTriangleSelector(meshBuffer, materialIndex, node)
, Root(0), NodeCount(0)
, MinimalPolysPerNode(minimalPolysPerNode)
{
#ifdef _DEBUG
setDebugName("COctreeTriangleSelector");
#endif
if (!Triangles.empty())
{
const u32 start = os::Timer::getRealTime();
// create the triangle octree
Root = new SOctreeNode();
Root->Triangles = Triangles;
constructOctree(Root);
c8 tmp[256];
sprintf(tmp, "Needed %ums to create OctreeTriangleSelector.(%d nodes, %u polys)",
os::Timer::getRealTime() - start, NodeCount, Triangles.size());
os::Printer::log(tmp, ELL_INFORMATION);
}
}
//! destructor
COctreeTriangleSelector::~COctreeTriangleSelector()
{
delete Root;
}
void COctreeTriangleSelector::constructOctree(SOctreeNode* node)
{
++NodeCount;
node->Box.reset(node->Triangles[0].pointA);
// get bounding box
const u32 cnt = node->Triangles.size();
for (u32 i=0; i<cnt; ++i)
{
node->Box.addInternalPoint(node->Triangles[i].pointA);
node->Box.addInternalPoint(node->Triangles[i].pointB);
node->Box.addInternalPoint(node->Triangles[i].pointC);
}
// calculate children
if (!node->Box.isEmpty() && (s32)node->Triangles.size() > MinimalPolysPerNode)
{
const core::vector3df& middle = node->Box.getCenter();
core::vector3df edges[8];
node->Box.getEdges(edges);
core::aabbox3d<f32> box;
core::array<core::triangle3df> keepTriangles(node->Triangles.size()); // reserving enough memory, so we don't get re-allocations per child
for (s32 ch=0; ch<8; ++ch)
{
box.reset(middle);
box.addInternalPoint(edges[ch]);
node->Child[ch] = new SOctreeNode();
for (s32 i=0; i<(s32)node->Triangles.size(); ++i)
{
if (node->Triangles[i].isTotalInsideBox(box))
{
node->Child[ch]->Triangles.push_back(node->Triangles[i]);
//node->Triangles.erase(i);
//--i;
}
else
{
keepTriangles.push_back(node->Triangles[i]);
}
}
memcpy(node->Triangles.pointer(), keepTriangles.pointer(),
sizeof(core::triangle3df)*keepTriangles.size());
node->Triangles.set_used(keepTriangles.size());
keepTriangles.set_used(0);
}
keepTriangles.clear(); // release memory early, for large meshes it can matter.
node->Triangles.reallocate(node->Triangles.size(), true); // shrink memory to minimum necessary
// Note: We use an extra loop to construct child-nodes instead of doing
// that in above loop to avoid memory fragmentation which happens if
// the code has to switch between allocating memory for this node and
// the child nodes (thanks @Squarefox for noting this).
for (s32 ch=0; ch<8; ++ch)
{
if (node->Child[ch]->Triangles.empty())
{
delete node->Child[ch];
node->Child[ch] = 0;
}
else
constructOctree(node->Child[ch]);
}
}
}
//! Gets all triangles which lie within a specific bounding box.
void COctreeTriangleSelector::getTriangles(core::triangle3df* triangles,
s32 arraySize, s32& outTriangleCount,
const core::aabbox3d<f32>& box,
const core::matrix4* transform, bool useNodeTransform,
irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
{
core::matrix4 mat(core::matrix4::EM4CONST_NOTHING);
core::aabbox3d<f32> invbox = box;
if (SceneNode && useNodeTransform)
{
if ( SceneNode->getAbsoluteTransformation().getInverse(mat) )
mat.transformBoxEx(invbox);
else
// TODO: case not handled well, we can only return all triangles
return CTriangleSelector::getTriangles(triangles, arraySize, outTriangleCount, transform, useNodeTransform, outTriangleInfo);
}
if (transform)
mat = *transform;
else
mat.makeIdentity();
if (SceneNode && useNodeTransform)
mat *= SceneNode->getAbsoluteTransformation();
s32 trianglesWritten = 0;
if (Root)
getTrianglesFromOctree(Root, trianglesWritten,
arraySize, invbox, &mat, triangles);
if ( outTriangleInfo )
{
SCollisionTriangleRange triRange;
triRange.RangeSize = trianglesWritten;
triRange.Selector = const_cast<COctreeTriangleSelector*>(this);
triRange.SceneNode = SceneNode;
triRange.MeshBuffer = MeshBuffer;
triRange.MaterialIndex = MaterialIndex;
outTriangleInfo->push_back(triRange);
}
outTriangleCount = trianglesWritten;
}
void COctreeTriangleSelector::getTrianglesFromOctree(
SOctreeNode* node, s32& trianglesWritten,
s32 maximumSize, const core::aabbox3d<f32>& box,
const core::matrix4* mat, core::triangle3df* triangles) const
{
if (!box.intersectsWithBox(node->Box))
return;
const u32 cnt = node->Triangles.size();
for (u32 i=0; i<cnt; ++i)
{
const core::triangle3df& srcTri = node->Triangles[i];
// This isn't an accurate test, but it's fast, and the
// API contract doesn't guarantee complete accuracy.
if (srcTri.isTotalOutsideBox(box))
continue;
core::triangle3df& dstTri = triangles[trianglesWritten];
mat->transformVect(dstTri.pointA, srcTri.pointA );
mat->transformVect(dstTri.pointB, srcTri.pointB );
mat->transformVect(dstTri.pointC, srcTri.pointC );
++trianglesWritten;
// Halt when the out array is full.
if (trianglesWritten == maximumSize)
return;
}
for (u32 i=0; i<8; ++i)
if (node->Child[i])
getTrianglesFromOctree(node->Child[i], trianglesWritten,
maximumSize, box, mat, triangles);
}
//! Gets all triangles which have or may have contact with a 3d line.
// new version: from user Piraaate
void COctreeTriangleSelector::getTriangles(core::triangle3df* triangles, s32 arraySize,
s32& outTriangleCount, const core::line3d<f32>& line,
const core::matrix4* transform, bool useNodeTransform,
irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
{
#if 0
core::aabbox3d<f32> box(line.start);
box.addInternalPoint(line.end);
// TODO: Could be optimized for line a little bit more.
COctreeTriangleSelector::getTriangles(triangles, arraySize, outTriangleCount,
box, transform);
#else
core::matrix4 mat ( core::matrix4::EM4CONST_NOTHING );
core::vector3df vectStartInv ( line.start ), vectEndInv ( line.end );
if (SceneNode && useNodeTransform)
{
mat = SceneNode->getAbsoluteTransformation();
mat.makeInverse();
mat.transformVect(vectStartInv, line.start);
mat.transformVect(vectEndInv, line.end);
}
core::line3d<f32> invline(vectStartInv, vectEndInv);
mat.makeIdentity();
if (transform)
mat = (*transform);
if (SceneNode && useNodeTransform)
mat *= SceneNode->getAbsoluteTransformation();
s32 trianglesWritten = 0;
if (Root)
getTrianglesFromOctree(Root, trianglesWritten, arraySize, invline, &mat, triangles);
if ( outTriangleInfo )
{
SCollisionTriangleRange triRange;
triRange.RangeSize = trianglesWritten;
triRange.Selector = const_cast<COctreeTriangleSelector*>(this);
triRange.SceneNode = SceneNode;
triRange.MeshBuffer = MeshBuffer;
triRange.MaterialIndex = MaterialIndex;
outTriangleInfo->push_back(triRange);
}
outTriangleCount = trianglesWritten;
#endif
}
void COctreeTriangleSelector::getTrianglesFromOctree(SOctreeNode* node,
s32& trianglesWritten, s32 maximumSize, const core::line3d<f32>& line,
const core::matrix4* transform, core::triangle3df* triangles) const
{
if (!node->Box.intersectsWithLine(line))
return;
s32 cnt = node->Triangles.size();
if (cnt + trianglesWritten > maximumSize)
cnt -= cnt + trianglesWritten - maximumSize;
s32 i;
if ( transform->isIdentity() )
{
for (i=0; i<cnt; ++i)
{
triangles[trianglesWritten] = node->Triangles[i];
++trianglesWritten;
}
}
else
{
for (i=0; i<cnt; ++i)
{
triangles[trianglesWritten] = node->Triangles[i];
transform->transformVect(triangles[trianglesWritten].pointA);
transform->transformVect(triangles[trianglesWritten].pointB);
transform->transformVect(triangles[trianglesWritten].pointC);
++trianglesWritten;
}
}
for (i=0; i<8; ++i)
if (node->Child[i])
getTrianglesFromOctree(node->Child[i], trianglesWritten,
maximumSize, line, transform, triangles);
}
} // end namespace scene
} // end namespace irr