overte-AleziaKurdis/libraries/shared/src/TriangleSet.h

94 lines
3.7 KiB
C++

//
// TriangleSet.h
// libraries/entities/src
//
// Created by Brad Hefta-Gaub on 3/2/2017.
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#pragma once
#include <vector>
#include <memory>
#include "AABox.h"
#include "GeometryUtil.h"
class TriangleSet {
class TriangleTreeCell {
public:
TriangleTreeCell(std::vector<Triangle>& allTriangles) : _allTriangles(allTriangles) {}
TriangleTreeCell(std::vector<Triangle>& allTriangles, const AABox& bounds, int depth);
void insert(size_t triangleIndex);
void reset(const AABox& bounds, int depth = 0);
void clear();
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& invDirection,
float& distance, BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched,
bool allowBackface = false);
bool findParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration,
float& parabolicDistance, BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched,
bool allowBackface = false);
const AABox& getBounds() const { return _bounds; }
void debugDump();
protected:
// checks our internal list of triangles
bool findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched,
bool allowBackface = false);
bool findParabolaIntersectionInternal(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration,
float& parabolicDistance, BoxFace& face, Triangle& triangle, bool precision, int& trianglesTouched,
bool allowBackface = false);
std::pair<AABox, AABox> getTriangleTreeCellChildBounds();
std::vector<Triangle>& _allTriangles;
std::pair<std::shared_ptr<TriangleTreeCell>, std::shared_ptr<TriangleTreeCell>> _children;
int _depth { 0 };
int _population { 0 };
AABox _bounds;
std::vector<size_t> _triangleIndices;
friend class TriangleSet;
};
using SortedTriangleCell = std::pair<float, std::shared_ptr<TriangleTreeCell>>;
public:
TriangleSet() : _triangleTree(_triangles) {}
void debugDump();
void insert(const Triangle& t);
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction, const glm::vec3& invDirection,
float& distance, BoxFace& face, Triangle& triangle, bool precision, bool allowBackface = false);
bool findParabolaIntersection(const glm::vec3& origin, const glm::vec3& velocity, const glm::vec3& acceleration,
float& parabolicDistance, BoxFace& face, Triangle& triangle, bool precision, bool allowBackface = false);
void balanceTree();
void reserve(size_t size) { _triangles.reserve(size); } // reserve space in the datastructure for size number of triangles
size_t size() const { return _triangles.size(); }
void clear();
// Determine if a point is "inside" all the triangles of a convex hull. It is the responsibility of the caller to
// determine that the triangle set is indeed a convex hull. If the triangles added to this set are not in fact a
// convex hull, the result of this method is meaningless and undetermined.
bool convexHullContains(const glm::vec3& point) const;
const AABox& getBounds() const { return _bounds; }
protected:
bool _isBalanced { false };
std::vector<Triangle> _triangles;
TriangleTreeCell _triangleTree;
AABox _bounds;
};