// // 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 "PartitionedMesh.h" struct IndexedBounds { float bmin[2]; float bmax[2]; int index; }; namespace { int compareMinX(const void* va, const void* vb) { return static_cast(static_cast(va)->bmin[0] - static_cast(vb)->bmin[0]); } int compareMinY(const void* va, const void* vb) { return static_cast(static_cast(va)->bmin[1] - static_cast(vb)->bmin[1]); } /// Calculates the total extent of all bounds in the given index range void calcTotalBounds(const std::vector bounds, const int start, const int end, float* outBMin, float* outBMax) { outBMin[0] = bounds[start].bmin[0]; outBMin[1] = bounds[start].bmin[1]; outBMax[0] = bounds[start].bmax[0]; outBMax[1] = bounds[start].bmax[1]; for (int boundIndex = start + 1; boundIndex < end; ++boundIndex) { const IndexedBounds& it = bounds[boundIndex]; outBMin[0] = std::min(it.bmin[0], outBMin[0]); outBMin[1] = std::min(it.bmin[1], outBMin[1]); outBMax[0] = std::max(it.bmax[0], outBMax[0]); outBMax[1] = std::max(it.bmax[1], outBMax[1]); } } void subdivide( std::vector triBounds, int imin, int imax, int trisPerChunk, int& curNode, PartitionedMesh::Node* nodes, const int maxNodes, int& curTri, int* outTris, const int* inTris) { const int numTriBoundsInRange = imax - imin; const int icur = curNode; if (curNode >= maxNodes) { return; } PartitionedMesh::Node& node = nodes[curNode]; curNode++; if (numTriBoundsInRange <= trisPerChunk) // Leaf { // Get total bounds of all triangles calcTotalBounds(triBounds, imin, imax, node.bmin, node.bmax); // Copy triangles. node.triIndex = curTri; node.numTris = numTriBoundsInRange; for (int triIndex = imin; triIndex < imax; ++triIndex) { const int* src = &inTris[triBounds[triIndex].index * 3]; int* dst = &outTris[curTri * 3]; curTri++; dst[0] = src[0]; dst[1] = src[1]; dst[2] = src[2]; } } else { // Split calcTotalBounds(triBounds, imin, imax, node.bmin, node.bmax); float xLength = node.bmax[0] - node.bmin[0]; float yLength = node.bmax[1] - node.bmin[1]; // Sort along the longest axis qsort( triBounds.data() + imin, static_cast(numTriBoundsInRange), sizeof(IndexedBounds), (xLength >= yLength) ? compareMinX : compareMinY); int isplit = imin + numTriBoundsInRange / 2; // Left subdivide(triBounds, imin, isplit, trisPerChunk, curNode, nodes, maxNodes, curTri, outTris, inTris); // Right subdivide(triBounds, isplit, imax, trisPerChunk, curNode, nodes, maxNodes, curTri, outTris, inTris); // Negative index means escape. node.triIndex = icur - curNode; } } bool checkOverlapRect(const float amin[2], const float amax[2], const float bmin[2], const float bmax[2]) { return amin[0] <= bmax[0] && amax[0] >= bmin[0] && amin[1] <= bmax[1] && amax[1] >= bmin[1]; } bool checkOverlapSegment(const float p[2], const float q[2], const float bmin[2], const float bmax[2]) { float tmin = 0; float tmax = 1; float d[]{q[0] - p[0], q[1] - p[1]}; for (int i = 0; i < 2; i++) { static const float EPSILON = 1e-6f; 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; } } void PartitionedMesh::PartitionMesh(const float* verts, const int* tris, int numTris, int trisPerChunk) { // Calculate the XZ bounds of every triangle. std::vector triBounds; triBounds.resize(numTris); for (int triIndex = 0; triIndex < numTris; triIndex++) { const int* tri = &tris[triIndex * 3]; IndexedBounds& bound = triBounds[triIndex]; bound.index = triIndex; bound.bmin[0] = bound.bmax[0] = verts[tri[0] * 3 + 0]; bound.bmin[1] = bound.bmax[1] = verts[tri[0] * 3 + 2]; for (int vertIndex = 1; vertIndex < 3; ++vertIndex) { const float x = verts[tri[vertIndex] * 3 + 0]; bound.bmin[0] = std::min(x, bound.bmin[0]); bound.bmax[0] = std::max(x, bound.bmax[0]); const float z = verts[tri[vertIndex] * 3 + 2]; bound.bmin[1] = std::min(z, bound.bmin[1]); bound.bmax[1] = std::max(z, bound.bmax[1]); } } // Build tree int numChunks = static_cast(ceilf(static_cast(numTris) / static_cast(trisPerChunk))); nodes.resize(numChunks * 4); this->tris.resize(numTris * 3); int curTri = 0; int curNode = 0; subdivide(triBounds, 0, numTris, trisPerChunk, curNode, nodes.data(), numChunks * 4, curTri, this->tris.data(), tris); nnodes = curNode; // Calc max tris per chunk. maxTrisPerChunk = 0; for (auto& node : nodes) { // Skip if it's not a leaf node if (node.triIndex < 0) { continue; } maxTrisPerChunk = std::max(maxTrisPerChunk, node.numTris); } } void PartitionedMesh::GetNodesOverlappingRect(float bmin[2], float bmax[2], std::vector& outNodes) const { // Traverse tree for (int nodeIndex = 0; nodeIndex < this->nnodes;) { const Node* node = &this->nodes[nodeIndex]; const bool overlap = checkOverlapRect(bmin, bmax, node->bmin, node->bmax); const bool isLeafNode = node->triIndex >= 0; if (isLeafNode && overlap) { outNodes.emplace_back(nodeIndex); } if (overlap || isLeafNode) { nodeIndex++; } else { // escape index nodeIndex -= node->triIndex; } } } void PartitionedMesh::GetNodesOverlappingSegment(float start[2], float end[2], std::vector& outNodes) const { // Traverse tree for (int nodeIndex = 0; nodeIndex < this->nnodes;) { const Node* node = &this->nodes[nodeIndex]; const bool overlap = checkOverlapSegment(start, end, node->bmin, node->bmax); const bool isLeafNode = node->triIndex >= 0; if (isLeafNode && overlap) { outNodes.emplace_back(nodeIndex); } if (overlap || isLeafNode) { nodeIndex++; } else { // escape index nodeIndex -= node->triIndex; } } }