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