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