mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-03 00:40:41 +01:00
328 lines
9.2 KiB
C++
328 lines
9.2 KiB
C++
|
// 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
|