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- #ifndef RAYCAST_MESH_H
- #define RAYCAST_MESH_H
- // This code snippet allows you to create an axis aligned bounding volume tree for a triangle mesh so that you can do
- // high-speed raycasting.
- //
- // There are much better implementations of this available on the internet. In particular I recommend that you use
- // OPCODE written by Pierre Terdiman.
- // @see: http://www.codercorner.com/Opcode.htm
- //
- // OPCODE does a whole lot more than just raycasting, and is a rather significant amount of source code.
- //
- // I am providing this code snippet for the use case where you *only* want to do quick and dirty optimized raycasting.
- // I have not done performance testing between this version and OPCODE; so I don't know how much slower it is. However,
- // anytime you switch to using a spatial data structure for raycasting, you increase your performance by orders and orders
- // of magnitude; so this implementation should work fine for simple tools and utilities.
- //
- // It also serves as a nice sample for people who are trying to learn the algorithm of how to implement AABB trees.
- // AABB = Axis Aligned Bounding Volume trees.
- //
- // http://www.cgal.org/Manual/3.5/doc_html/cgal_manual/AABB_tree/Chapter_main.html
- //
- //
- // This code snippet was written by John W. Ratcliff on August 18, 2011 and released under the MIT. license.
- //
- // mailto:jratcliffscarab@gmail.com
- //
- // The official source can be found at: http://code.google.com/p/raycastmesh/
- //
- //
- typedef float RmReal;
- typedef unsigned int RmUint32;
- class RaycastMesh
- {
- public:
- virtual bool raycast(const RmReal *from,const RmReal *to,RmReal *hitLocation,RmReal *hitNormal,RmReal *hitDistance, RmUint32 *GridID, RmUint32 *WidgetID) = 0;
- virtual bool bruteForceRaycast(const RmReal *from,const RmReal *to,RmReal *hitLocation,RmReal *hitNormal,RmReal *hitDistance, RmUint32 *GridID, RmUint32 *WidgetID) = 0;
- virtual const RmReal * getBoundMin(void) const = 0; // return the minimum bounding box
- virtual const RmReal * getBoundMax(void) const = 0; // return the maximum bounding box.
- virtual void release(void) = 0;
- protected:
- virtual ~RaycastMesh(void) { };
- };
- RaycastMesh * createRaycastMesh(RmUint32 vcount, // The number of vertices in the source triangle mesh
- const RmReal *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc.
- RmUint32 tcount, // The number of triangles in the source triangle mesh
- const RmUint32 *indices, // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ...
- const RmUint32 *grids,
- const RmUint32 *widgets,
- RmUint32 maxDepth=15, // Maximum recursion depth for the triangle mesh.
- RmUint32 minLeafSize=4, // minimum triangles to treat as a 'leaf' node.
- RmReal minAxisSize=0.01f // once a particular axis is less than this size, stop sub-dividing.
- );
- #ifdef USE_MAP_MMFS
- #include <vector>
- RaycastMesh* loadRaycastMesh(std::vector<char>& rm_buffer, bool& load_success);
- void serializeRaycastMesh(RaycastMesh* rm, std::vector<char>& rm_buffer);
- #endif /*USE_MAP_MMFS*/
- #endif
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