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- //
- // Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
- //
- // This software is provided 'as-is', without any express or implied
- // warranty. In no event will the authors be held liable for any damages
- // arising from the use of this software.
- // Permission is granted to anyone to use this software for any purpose,
- // including commercial applications, and to alter it and redistribute it
- // freely, subject to the following restrictions:
- // 1. The origin of this software must not be misrepresented; you must not
- // claim that you wrote the original software. If you use this software
- // in a product, an acknowledgment in the product documentation would be
- // appreciated but is not required.
- // 2. Altered source versions must be plainly marked as such, and must not be
- // misrepresented as being the original software.
- // 3. This notice may not be removed or altered from any source distribution.
- //
- #include "ChunkyTriMesh.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include <math.h>
- struct BoundsItem
- {
- float bmin[2];
- float bmax[2];
- int i;
- };
- static int compareItemX(const void* va, const void* vb)
- {
- const BoundsItem* a = (const BoundsItem*)va;
- const BoundsItem* b = (const BoundsItem*)vb;
- if (a->bmin[0] < b->bmin[0])
- return -1;
- if (a->bmin[0] > b->bmin[0])
- return 1;
- return 0;
- }
- static int compareItemY(const void* va, const void* vb)
- {
- const BoundsItem* a = (const BoundsItem*)va;
- const BoundsItem* b = (const BoundsItem*)vb;
- if (a->bmin[1] < b->bmin[1])
- return -1;
- if (a->bmin[1] > b->bmin[1])
- return 1;
- return 0;
- }
- static void calcExtends(const BoundsItem* items, const int /*nitems*/,
- const int imin, const int imax,
- float* bmin, float* bmax)
- {
- bmin[0] = items[imin].bmin[0];
- bmin[1] = items[imin].bmin[1];
-
- bmax[0] = items[imin].bmax[0];
- bmax[1] = items[imin].bmax[1];
-
- for (int i = imin+1; i < imax; ++i)
- {
- const BoundsItem& it = items[i];
- if (it.bmin[0] < bmin[0]) bmin[0] = it.bmin[0];
- if (it.bmin[1] < bmin[1]) bmin[1] = it.bmin[1];
-
- if (it.bmax[0] > bmax[0]) bmax[0] = it.bmax[0];
- if (it.bmax[1] > bmax[1]) bmax[1] = it.bmax[1];
- }
- }
- inline int longestAxis(float x, float y)
- {
- return y > x ? 1 : 0;
- }
- static void subdivide(BoundsItem* items, int nitems, int imin, int imax, int trisPerChunk,
- int& curNode, rcChunkyTriMeshNode* nodes, const int maxNodes,
- int& curTri, int* outTris, const int* inTris)
- {
- int inum = imax - imin;
- int icur = curNode;
-
- if (curNode > maxNodes)
- return;
- rcChunkyTriMeshNode& node = nodes[curNode++];
-
- if (inum <= trisPerChunk)
- {
- // Leaf
- calcExtends(items, nitems, imin, imax, node.bmin, node.bmax);
-
- // Copy triangles.
- node.i = curTri;
- node.n = inum;
-
- for (int i = imin; i < imax; ++i)
- {
- const int* src = &inTris[items[i].i*3];
- int* dst = &outTris[curTri*3];
- curTri++;
- dst[0] = src[0];
- dst[1] = src[1];
- dst[2] = src[2];
- }
- }
- else
- {
- // Split
- calcExtends(items, nitems, imin, imax, node.bmin, node.bmax);
-
- int axis = longestAxis(node.bmax[0] - node.bmin[0],
- node.bmax[1] - node.bmin[1]);
-
- if (axis == 0)
- {
- // Sort along x-axis
- qsort(items+imin, static_cast<size_t>(inum), sizeof(BoundsItem), compareItemX);
- }
- else if (axis == 1)
- {
- // Sort along y-axis
- qsort(items+imin, static_cast<size_t>(inum), sizeof(BoundsItem), compareItemY);
- }
-
- int isplit = imin+inum/2;
-
- // Left
- subdivide(items, nitems, imin, isplit, trisPerChunk, curNode, nodes, maxNodes, curTri, outTris, inTris);
- // Right
- subdivide(items, nitems, isplit, imax, trisPerChunk, curNode, nodes, maxNodes, curTri, outTris, inTris);
-
- int iescape = curNode - icur;
- // Negative index means escape.
- node.i = -iescape;
- }
- }
- bool rcCreateChunkyTriMesh(const float* verts, const int* tris, int ntris,
- int trisPerChunk, rcChunkyTriMesh* cm)
- {
- int nchunks = (ntris + trisPerChunk-1) / trisPerChunk;
- cm->nodes = new rcChunkyTriMeshNode[nchunks*4];
- if (!cm->nodes)
- return false;
-
- cm->tris = new int[ntris*3];
- if (!cm->tris)
- return false;
-
- cm->ntris = ntris;
- // Build tree
- BoundsItem* items = new BoundsItem[ntris];
- if (!items)
- return false;
- for (int i = 0; i < ntris; i++)
- {
- const int* t = &tris[i*3];
- BoundsItem& it = items[i];
- it.i = i;
- // Calc triangle XZ bounds.
- it.bmin[0] = it.bmax[0] = verts[t[0]*3+0];
- it.bmin[1] = it.bmax[1] = verts[t[0]*3+2];
- for (int j = 1; j < 3; ++j)
- {
- const float* v = &verts[t[j]*3];
- if (v[0] < it.bmin[0]) it.bmin[0] = v[0];
- if (v[2] < it.bmin[1]) it.bmin[1] = v[2];
- if (v[0] > it.bmax[0]) it.bmax[0] = v[0];
- if (v[2] > it.bmax[1]) it.bmax[1] = v[2];
- }
- }
- int curTri = 0;
- int curNode = 0;
- subdivide(items, ntris, 0, ntris, trisPerChunk, curNode, cm->nodes, nchunks*4, curTri, cm->tris, tris);
-
- delete [] items;
-
- cm->nnodes = curNode;
-
- // Calc max tris per node.
- cm->maxTrisPerChunk = 0;
- for (int i = 0; i < cm->nnodes; ++i)
- {
- rcChunkyTriMeshNode& node = cm->nodes[i];
- const bool isLeaf = node.i >= 0;
- if (!isLeaf) continue;
- if (node.n > cm->maxTrisPerChunk)
- cm->maxTrisPerChunk = node.n;
- }
-
- return true;
- }
- inline bool checkOverlapRect(const float amin[2], const float amax[2],
- const float bmin[2], const float bmax[2])
- {
- bool overlap = true;
- overlap = (amin[0] > bmax[0] || amax[0] < bmin[0]) ? false : overlap;
- overlap = (amin[1] > bmax[1] || amax[1] < bmin[1]) ? false : overlap;
- return overlap;
- }
- int rcGetChunksOverlappingRect(const rcChunkyTriMesh* cm,
- float bmin[2], float bmax[2],
- int* ids, const int maxIds)
- {
- // Traverse tree
- int i = 0;
- int n = 0;
- while (i < cm->nnodes)
- {
- const rcChunkyTriMeshNode* node = &cm->nodes[i];
- const bool overlap = checkOverlapRect(bmin, bmax, node->bmin, node->bmax);
- const bool isLeafNode = node->i >= 0;
-
- if (isLeafNode && overlap)
- {
- if (n < maxIds)
- {
- ids[n] = i;
- n++;
- }
- }
-
- if (overlap || isLeafNode)
- i++;
- else
- {
- const int escapeIndex = -node->i;
- i += escapeIndex;
- }
- }
-
- return n;
- }
- static bool checkOverlapSegment(const float p[2], const float q[2],
- const float bmin[2], const float bmax[2])
- {
- static const float EPSILON = 1e-6f;
- float tmin = 0;
- float tmax = 1;
- float d[2];
- d[0] = q[0] - p[0];
- d[1] = q[1] - p[1];
-
- for (int i = 0; i < 2; i++)
- {
- if (fabsf(d[i]) < EPSILON)
- {
- // Ray is parallel to slab. No hit if origin not within slab
- if (p[i] < bmin[i] || p[i] > bmax[i])
- return false;
- }
- else
- {
- // Compute intersection t value of ray with near and far plane of slab
- float ood = 1.0f / d[i];
- float t1 = (bmin[i] - p[i]) * ood;
- float t2 = (bmax[i] - p[i]) * ood;
- if (t1 > t2) { float tmp = t1; t1 = t2; t2 = tmp; }
- if (t1 > tmin) tmin = t1;
- if (t2 < tmax) tmax = t2;
- if (tmin > tmax) return false;
- }
- }
- return true;
- }
- int rcGetChunksOverlappingSegment(const rcChunkyTriMesh* cm,
- float p[2], float q[2],
- int* ids, const int maxIds)
- {
- // Traverse tree
- int i = 0;
- int n = 0;
- while (i < cm->nnodes)
- {
- const rcChunkyTriMeshNode* node = &cm->nodes[i];
- const bool overlap = checkOverlapSegment(p, q, node->bmin, node->bmax);
- const bool isLeafNode = node->i >= 0;
-
- if (isLeafNode && overlap)
- {
- if (n < maxIds)
- {
- ids[n] = i;
- n++;
- }
- }
-
- if (overlap || isLeafNode)
- i++;
- else
- {
- const int escapeIndex = -node->i;
- i += escapeIndex;
- }
- }
-
- return n;
- }
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