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Bring that Whole New World to the Old Continent too
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6.
This commit is contained in:
@@ -29,81 +29,73 @@
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#include "triangle_mesh.h"
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#include "sort.h"
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int TriangleMesh::_create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc) {
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int TriangleMesh::_create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc) {
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if (p_depth>max_depth) {
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max_depth=p_depth;
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if (p_depth > max_depth) {
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max_depth = p_depth;
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}
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if (p_size==1) {
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if (p_size == 1) {
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return p_bb[p_from]-p_bvh;
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} else if (p_size==0) {
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return p_bb[p_from] - p_bvh;
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} else if (p_size == 0) {
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return -1;
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}
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AABB aabb;
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aabb=p_bb[p_from]->aabb;
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for(int i=1;i<p_size;i++) {
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aabb = p_bb[p_from]->aabb;
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for (int i = 1; i < p_size; i++) {
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aabb.merge_with(p_bb[p_from+i]->aabb);
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aabb.merge_with(p_bb[p_from + i]->aabb);
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}
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int li=aabb.get_longest_axis_index();
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int li = aabb.get_longest_axis_index();
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switch(li) {
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switch (li) {
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case Vector3::AXIS_X: {
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SortArray<BVH*,BVHCmpX> sort_x;
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sort_x.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
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SortArray<BVH *, BVHCmpX> sort_x;
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sort_x.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
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//sort_x.sort(&p_bb[p_from],p_size);
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} break;
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case Vector3::AXIS_Y: {
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SortArray<BVH*,BVHCmpY> sort_y;
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sort_y.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
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SortArray<BVH *, BVHCmpY> sort_y;
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sort_y.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
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//sort_y.sort(&p_bb[p_from],p_size);
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} break;
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case Vector3::AXIS_Z: {
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SortArray<BVH*,BVHCmpZ> sort_z;
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sort_z.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
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SortArray<BVH *, BVHCmpZ> sort_z;
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sort_z.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
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//sort_z.sort(&p_bb[p_from],p_size);
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} break;
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}
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int left = _create_bvh(p_bvh, p_bb, p_from, p_size / 2, p_depth + 1, max_depth, max_alloc);
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int right = _create_bvh(p_bvh, p_bb, p_from + p_size / 2, p_size - p_size / 2, p_depth + 1, max_depth, max_alloc);
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int left = _create_bvh(p_bvh,p_bb,p_from,p_size/2,p_depth+1,max_depth,max_alloc);
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int right = _create_bvh(p_bvh,p_bb,p_from+p_size/2,p_size-p_size/2,p_depth+1,max_depth,max_alloc);
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int index=max_alloc++;
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int index = max_alloc++;
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BVH *_new = &p_bvh[index];
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_new->aabb=aabb;
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_new->center=aabb.pos+aabb.size*0.5;
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_new->face_index=-1;
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_new->left=left;
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_new->right=right;
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_new->aabb = aabb;
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_new->center = aabb.pos + aabb.size * 0.5;
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_new->face_index = -1;
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_new->left = left;
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_new->right = right;
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return index;
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}
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void TriangleMesh::create(const DVector<Vector3> &p_faces) {
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void TriangleMesh::create(const DVector<Vector3>& p_faces) {
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valid = false;
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valid=false;
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int fc=p_faces.size();
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ERR_FAIL_COND(!fc || ((fc%3) != 0));
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fc/=3;
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int fc = p_faces.size();
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ERR_FAIL_COND(!fc || ((fc % 3) != 0));
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fc /= 3;
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triangles.resize(fc);
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bvh.resize(fc*3); //will never be larger than this (todo make better)
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bvh.resize(fc * 3); //will never be larger than this (todo make better)
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DVector<BVH>::Write bw = bvh.write();
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{
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@@ -114,148 +106,143 @@ void TriangleMesh::create(const DVector<Vector3>& p_faces) {
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DVector<Vector3>::Read r = p_faces.read();
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DVector<Triangle>::Write w = triangles.write();
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Map<Vector3,int> db;
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Map<Vector3, int> db;
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for(int i=0;i<fc;i++) {
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for (int i = 0; i < fc; i++) {
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Triangle&f=w[i];
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const Vector3 *v=&r[i*3];
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Triangle &f = w[i];
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const Vector3 *v = &r[i * 3];
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for(int j=0;j<3;j++) {
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for (int j = 0; j < 3; j++) {
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int vidx=-1;
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Vector3 vs=v[j].snapped(0.0001);
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Map<Vector3,int>::Element *E=db.find(vs);
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int vidx = -1;
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Vector3 vs = v[j].snapped(0.0001);
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Map<Vector3, int>::Element *E = db.find(vs);
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if (E) {
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vidx=E->get();
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vidx = E->get();
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} else {
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vidx=db.size();
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db[vs]=vidx;
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vidx = db.size();
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db[vs] = vidx;
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}
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f.indices[j]=vidx;
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if (j==0)
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bw[i].aabb.pos=vs;
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f.indices[j] = vidx;
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if (j == 0)
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bw[i].aabb.pos = vs;
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else
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bw[i].aabb.expand_to(vs);
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}
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f.normal=Face3(r[i*3+0],r[i*3+1],r[i*3+2]).get_plane().get_normal();
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f.normal = Face3(r[i * 3 + 0], r[i * 3 + 1], r[i * 3 + 2]).get_plane().get_normal();
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bw[i].left=-1;
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bw[i].right=-1;
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bw[i].face_index=i;
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bw[i].center=bw[i].aabb.pos+bw[i].aabb.size*0.5;
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bw[i].left = -1;
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bw[i].right = -1;
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bw[i].face_index = i;
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bw[i].center = bw[i].aabb.pos + bw[i].aabb.size * 0.5;
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}
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vertices.resize(db.size());
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DVector<Vector3>::Write vw = vertices.write();
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for (Map<Vector3,int>::Element *E=db.front();E;E=E->next()) {
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vw[E->get()]=E->key();
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for (Map<Vector3, int>::Element *E = db.front(); E; E = E->next()) {
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vw[E->get()] = E->key();
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}
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}
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DVector<BVH*> bwptrs;
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DVector<BVH *> bwptrs;
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bwptrs.resize(fc);
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DVector<BVH*>::Write bwp = bwptrs.write();
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for(int i=0;i<fc;i++) {
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DVector<BVH *>::Write bwp = bwptrs.write();
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for (int i = 0; i < fc; i++) {
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bwp[i]=&bw[i];
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bwp[i] = &bw[i];
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}
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max_depth=0;
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int max_alloc=fc;
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int max=_create_bvh(bw.ptr(),bwp.ptr(),0,fc,1,max_depth,max_alloc);
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max_depth = 0;
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int max_alloc = fc;
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int max = _create_bvh(bw.ptr(), bwp.ptr(), 0, fc, 1, max_depth, max_alloc);
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bw=DVector<BVH>::Write(); //clearup
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bw = DVector<BVH>::Write(); //clearup
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bvh.resize(max_alloc); //resize back
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valid=true;
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valid = true;
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}
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Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const {
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Vector3 TriangleMesh::get_area_normal(const AABB& p_aabb) const {
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uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
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uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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enum {
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TEST_AABB_BIT=0,
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VISIT_LEFT_BIT=1,
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VISIT_RIGHT_BIT=2,
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VISIT_DONE_BIT=3,
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VISITED_BIT_SHIFT=29,
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NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
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VISITED_BIT_MASK=~NODE_IDX_MASK,
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TEST_AABB_BIT = 0,
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VISIT_LEFT_BIT = 1,
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VISIT_RIGHT_BIT = 2,
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VISIT_DONE_BIT = 3,
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VISITED_BIT_SHIFT = 29,
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NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
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VISITED_BIT_MASK = ~NODE_IDX_MASK,
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};
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int n_count=0;
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int n_count = 0;
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Vector3 n;
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int level=0;
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int level = 0;
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DVector<Triangle>::Read trianglesr = triangles.read();
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DVector<Vector3>::Read verticesr=vertices.read();
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DVector<BVH>::Read bvhr=bvh.read();
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DVector<Vector3>::Read verticesr = vertices.read();
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DVector<BVH>::Read bvhr = bvh.read();
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const Triangle *triangleptr=trianglesr.ptr();
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int pos=bvh.size()-1;
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const Triangle *triangleptr = trianglesr.ptr();
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int pos = bvh.size() - 1;
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const BVH *bvhptr = bvhr.ptr();
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stack[0]=pos;
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while(true) {
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stack[0] = pos;
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while (true) {
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uint32_t node = stack[level]&NODE_IDX_MASK;
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const BVH &b = bvhptr[ node ];
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bool done=false;
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uint32_t node = stack[level] & NODE_IDX_MASK;
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const BVH &b = bvhptr[node];
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bool done = false;
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switch(stack[level]>>VISITED_BIT_SHIFT) {
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switch (stack[level] >> VISITED_BIT_SHIFT) {
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case TEST_AABB_BIT: {
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bool valid = b.aabb.intersects(p_aabb);
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if (!valid) {
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stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
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stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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} else {
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if (b.face_index>=0) {
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if (b.face_index >= 0) {
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const Triangle &s=triangleptr[ b.face_index ];
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n+=s.normal;
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const Triangle &s = triangleptr[b.face_index];
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n += s.normal;
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n_count++;
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stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
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stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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} else {
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stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
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stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
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}
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}
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continue;
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}
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case VISIT_LEFT_BIT: {
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stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
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stack[level+1]=b.left|TEST_AABB_BIT;
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stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
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stack[level + 1] = b.left | TEST_AABB_BIT;
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level++;
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continue;
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}
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case VISIT_RIGHT_BIT: {
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stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
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stack[level+1]=b.right|TEST_AABB_BIT;
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stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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stack[level + 1] = b.right | TEST_AABB_BIT;
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level++;
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continue;
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}
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case VISIT_DONE_BIT: {
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if (level==0) {
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done=true;
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if (level == 0) {
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done = true;
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break;
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} else
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level--;
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@@ -263,121 +250,111 @@ Vector3 TriangleMesh::get_area_normal(const AABB& p_aabb) const {
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}
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}
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if (done)
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break;
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}
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if (n_count>0)
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n/=n_count;
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if (n_count > 0)
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n /= n_count;
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return n;
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}
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bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const {
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bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const {
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uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
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uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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enum {
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TEST_AABB_BIT=0,
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VISIT_LEFT_BIT=1,
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VISIT_RIGHT_BIT=2,
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VISIT_DONE_BIT=3,
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VISITED_BIT_SHIFT=29,
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NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
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VISITED_BIT_MASK=~NODE_IDX_MASK,
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TEST_AABB_BIT = 0,
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VISIT_LEFT_BIT = 1,
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VISIT_RIGHT_BIT = 2,
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VISIT_DONE_BIT = 3,
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VISITED_BIT_SHIFT = 29,
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NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
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VISITED_BIT_MASK = ~NODE_IDX_MASK,
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};
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Vector3 n = (p_end-p_begin).normalized();
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real_t d=1e10;
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bool inters=false;
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Vector3 n = (p_end - p_begin).normalized();
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real_t d = 1e10;
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bool inters = false;
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int level=0;
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int level = 0;
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DVector<Triangle>::Read trianglesr = triangles.read();
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DVector<Vector3>::Read verticesr=vertices.read();
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DVector<BVH>::Read bvhr=bvh.read();
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DVector<Vector3>::Read verticesr = vertices.read();
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DVector<BVH>::Read bvhr = bvh.read();
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const Triangle *triangleptr=trianglesr.ptr();
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const Vector3 *vertexptr=verticesr.ptr();
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int pos=bvh.size()-1;
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const Triangle *triangleptr = trianglesr.ptr();
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const Vector3 *vertexptr = verticesr.ptr();
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int pos = bvh.size() - 1;
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const BVH *bvhptr = bvhr.ptr();
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stack[0]=pos;
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while(true) {
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stack[0] = pos;
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while (true) {
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uint32_t node = stack[level]&NODE_IDX_MASK;
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const BVH &b = bvhptr[ node ];
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bool done=false;
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uint32_t node = stack[level] & NODE_IDX_MASK;
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const BVH &b = bvhptr[node];
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bool done = false;
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switch(stack[level]>>VISITED_BIT_SHIFT) {
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switch (stack[level] >> VISITED_BIT_SHIFT) {
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case TEST_AABB_BIT: {
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bool valid = b.aabb.intersects_segment(p_begin,p_end);
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// bool valid = b.aabb.intersects(ray_aabb);
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bool valid = b.aabb.intersects_segment(p_begin, p_end);
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// bool valid = b.aabb.intersects(ray_aabb);
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if (!valid) {
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stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
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stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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} else {
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if (b.face_index>=0) {
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|
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const Triangle &s=triangleptr[ b.face_index ];
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Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
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if (b.face_index >= 0) {
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|
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const Triangle &s = triangleptr[b.face_index];
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Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]);
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||||
|
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Vector3 res;
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if (f3.intersects_segment(p_begin,p_end,&res)) {
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|
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if (f3.intersects_segment(p_begin, p_end, &res)) {
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||||
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float nd = n.dot(res);
|
||||
if (nd<d) {
|
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if (nd < d) {
|
||||
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d=nd;
|
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r_point=res;
|
||||
r_normal=f3.get_plane().get_normal();
|
||||
inters=true;
|
||||
d = nd;
|
||||
r_point = res;
|
||||
r_normal = f3.get_plane().get_normal();
|
||||
inters = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
|
||||
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
|
||||
|
||||
} else {
|
||||
|
||||
stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
|
||||
stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
case VISIT_LEFT_BIT: {
|
||||
|
||||
stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
|
||||
stack[level+1]=b.left|TEST_AABB_BIT;
|
||||
stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
|
||||
stack[level + 1] = b.left | TEST_AABB_BIT;
|
||||
level++;
|
||||
continue;
|
||||
}
|
||||
case VISIT_RIGHT_BIT: {
|
||||
|
||||
stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
|
||||
stack[level+1]=b.right|TEST_AABB_BIT;
|
||||
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
|
||||
stack[level + 1] = b.right | TEST_AABB_BIT;
|
||||
level++;
|
||||
continue;
|
||||
}
|
||||
case VISIT_DONE_BIT: {
|
||||
|
||||
if (level==0) {
|
||||
done=true;
|
||||
if (level == 0) {
|
||||
done = true;
|
||||
break;
|
||||
} else
|
||||
level--;
|
||||
@@ -385,121 +362,112 @@ bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (done)
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
if (inters) {
|
||||
|
||||
if (n.dot(r_normal)>0)
|
||||
r_normal=-r_normal;
|
||||
if (n.dot(r_normal) > 0)
|
||||
r_normal = -r_normal;
|
||||
}
|
||||
|
||||
return inters;
|
||||
}
|
||||
|
||||
bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal) const {
|
||||
|
||||
bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const {
|
||||
|
||||
|
||||
uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
|
||||
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
|
||||
|
||||
enum {
|
||||
TEST_AABB_BIT=0,
|
||||
VISIT_LEFT_BIT=1,
|
||||
VISIT_RIGHT_BIT=2,
|
||||
VISIT_DONE_BIT=3,
|
||||
VISITED_BIT_SHIFT=29,
|
||||
NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
|
||||
VISITED_BIT_MASK=~NODE_IDX_MASK,
|
||||
|
||||
TEST_AABB_BIT = 0,
|
||||
VISIT_LEFT_BIT = 1,
|
||||
VISIT_RIGHT_BIT = 2,
|
||||
VISIT_DONE_BIT = 3,
|
||||
VISITED_BIT_SHIFT = 29,
|
||||
NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
|
||||
VISITED_BIT_MASK = ~NODE_IDX_MASK,
|
||||
|
||||
};
|
||||
|
||||
Vector3 n = p_dir;
|
||||
real_t d=1e20;
|
||||
bool inters=false;
|
||||
real_t d = 1e20;
|
||||
bool inters = false;
|
||||
|
||||
int level=0;
|
||||
int level = 0;
|
||||
|
||||
DVector<Triangle>::Read trianglesr = triangles.read();
|
||||
DVector<Vector3>::Read verticesr=vertices.read();
|
||||
DVector<BVH>::Read bvhr=bvh.read();
|
||||
DVector<Vector3>::Read verticesr = vertices.read();
|
||||
DVector<BVH>::Read bvhr = bvh.read();
|
||||
|
||||
const Triangle *triangleptr=trianglesr.ptr();
|
||||
const Vector3 *vertexptr=verticesr.ptr();
|
||||
int pos=bvh.size()-1;
|
||||
const Triangle *triangleptr = trianglesr.ptr();
|
||||
const Vector3 *vertexptr = verticesr.ptr();
|
||||
int pos = bvh.size() - 1;
|
||||
const BVH *bvhptr = bvhr.ptr();
|
||||
|
||||
stack[0]=pos;
|
||||
while(true) {
|
||||
stack[0] = pos;
|
||||
while (true) {
|
||||
|
||||
uint32_t node = stack[level]&NODE_IDX_MASK;
|
||||
const BVH &b = bvhptr[ node ];
|
||||
bool done=false;
|
||||
uint32_t node = stack[level] & NODE_IDX_MASK;
|
||||
const BVH &b = bvhptr[node];
|
||||
bool done = false;
|
||||
|
||||
switch(stack[level]>>VISITED_BIT_SHIFT) {
|
||||
switch (stack[level] >> VISITED_BIT_SHIFT) {
|
||||
case TEST_AABB_BIT: {
|
||||
|
||||
|
||||
bool valid = b.aabb.intersects_ray(p_begin,p_dir);
|
||||
bool valid = b.aabb.intersects_ray(p_begin, p_dir);
|
||||
if (!valid) {
|
||||
|
||||
stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
|
||||
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
|
||||
|
||||
} else {
|
||||
|
||||
if (b.face_index>=0) {
|
||||
|
||||
const Triangle &s=triangleptr[ b.face_index ];
|
||||
Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
|
||||
if (b.face_index >= 0) {
|
||||
|
||||
const Triangle &s = triangleptr[b.face_index];
|
||||
Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]);
|
||||
|
||||
Vector3 res;
|
||||
|
||||
if (f3.intersects_ray(p_begin,p_dir,&res)) {
|
||||
|
||||
if (f3.intersects_ray(p_begin, p_dir, &res)) {
|
||||
|
||||
float nd = n.dot(res);
|
||||
if (nd<d) {
|
||||
if (nd < d) {
|
||||
|
||||
d=nd;
|
||||
r_point=res;
|
||||
r_normal=f3.get_plane().get_normal();
|
||||
inters=true;
|
||||
d = nd;
|
||||
r_point = res;
|
||||
r_normal = f3.get_plane().get_normal();
|
||||
inters = true;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
|
||||
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
|
||||
|
||||
} else {
|
||||
|
||||
stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
|
||||
stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
case VISIT_LEFT_BIT: {
|
||||
|
||||
stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
|
||||
stack[level+1]=b.left|TEST_AABB_BIT;
|
||||
stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
|
||||
stack[level + 1] = b.left | TEST_AABB_BIT;
|
||||
level++;
|
||||
continue;
|
||||
}
|
||||
case VISIT_RIGHT_BIT: {
|
||||
|
||||
stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
|
||||
stack[level+1]=b.right|TEST_AABB_BIT;
|
||||
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
|
||||
stack[level + 1] = b.right | TEST_AABB_BIT;
|
||||
level++;
|
||||
continue;
|
||||
}
|
||||
case VISIT_DONE_BIT: {
|
||||
|
||||
if (level==0) {
|
||||
done=true;
|
||||
if (level == 0) {
|
||||
done = true;
|
||||
break;
|
||||
} else
|
||||
level--;
|
||||
@@ -507,16 +475,14 @@ bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vec
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (done)
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
if (inters) {
|
||||
|
||||
if (n.dot(r_normal)>0)
|
||||
r_normal=-r_normal;
|
||||
if (n.dot(r_normal) > 0)
|
||||
r_normal = -r_normal;
|
||||
}
|
||||
|
||||
return inters;
|
||||
@@ -536,13 +502,13 @@ DVector<Face3> TriangleMesh::get_faces() const {
|
||||
int ts = triangles.size();
|
||||
faces.resize(triangles.size());
|
||||
|
||||
DVector<Face3>::Write w=faces.write();
|
||||
DVector<Face3>::Write w = faces.write();
|
||||
DVector<Triangle>::Read r = triangles.read();
|
||||
DVector<Vector3>::Read rv = vertices.read();
|
||||
|
||||
for(int i=0;i<ts;i++) {
|
||||
for(int j=0;j<3;j++) {
|
||||
w[i].vertex[j]=rv[r[i].indices[j]];
|
||||
for (int i = 0; i < ts; i++) {
|
||||
for (int j = 0; j < 3; j++) {
|
||||
w[i].vertex[j] = rv[r[i].indices[j]];
|
||||
}
|
||||
}
|
||||
|
||||
@@ -552,6 +518,6 @@ DVector<Face3> TriangleMesh::get_faces() const {
|
||||
|
||||
TriangleMesh::TriangleMesh() {
|
||||
|
||||
valid=false;
|
||||
max_depth=0;
|
||||
valid = false;
|
||||
max_depth = 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user