first cut at octree storage of Triangle Set

This commit is contained in:
ZappoMan 2017-05-10 16:58:51 -07:00
parent a302c220f4
commit a15c5999b5
6 changed files with 274 additions and 13 deletions

View file

@ -336,7 +336,7 @@ public:
// Don't actually crash in debug builds, in case this apparent deadlock is simply from
// the developer actively debugging code
#ifdef NDEBUG
#if 0 //def NDEBUG
deadlockDetectionCrash();
#endif
}

View file

@ -376,7 +376,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
glm::vec3 meshFrameOrigin = glm::vec3(worldToMeshMatrix * glm::vec4(origin, 1.0f));
glm::vec3 meshFrameDirection = glm::vec3(worldToMeshMatrix * glm::vec4(direction, 0.0f));
for (const auto& triangleSet : _modelSpaceMeshTriangleSets) {
for (auto& triangleSet : _modelSpaceMeshTriangleSets) {
float triangleSetDistance = 0.0f;
BoxFace triangleSetFace;
glm::vec3 triangleSetNormal;
@ -462,6 +462,8 @@ bool Model::convexHullContains(glm::vec3 point) {
void Model::calculateTriangleSets() {
PROFILE_RANGE(render, __FUNCTION__);
qDebug() << __FUNCTION__ << "url:" << _url;
const FBXGeometry& geometry = getFBXGeometry();
int numberOfMeshes = geometry.meshes.size();

View file

@ -114,6 +114,10 @@ static bool isWithin(float value, float corner, float size) {
return value >= corner && value <= corner + size;
}
bool AABox::contains(const Triangle& triangle) const {
return contains(triangle.v0) && contains(triangle.v1) && contains(triangle.v2);
}
bool AABox::contains(const glm::vec3& point) const {
return isWithin(point.x, _corner.x, _scale.x) &&
isWithin(point.y, _corner.y, _scale.y) &&
@ -622,3 +626,40 @@ void AABox::transform(const glm::mat4& matrix) {
_corner = newCenter - newDir;
_scale = newDir * 2.0f;
}
AABox AABox::getOctreeChild(OctreeChild child) const {
AABox result(*this); // self
switch (child) {
case topLeftNear:
result._corner.y += _scale.y / 2.0f;
break;
case topLeftFar:
result._corner.y += _scale.y / 2.0f;
result._corner.z += _scale.z / 2.0f;
break;
case topRightNear:
result._corner.y += _scale.y / 2.0f;
result._corner.x += _scale.x / 2.0f;
break;
case topRightFar:
result._corner.y += _scale.y / 2.0f;
result._corner.x += _scale.x / 2.0f;
result._corner.z += _scale.z / 2.0f;
break;
case bottomLeftNear:
// _corner = same as parent
break;
case bottomLeftFar:
result._corner.z += _scale.z / 2.0f;
break;
case bottomRightNear:
result._corner.x += _scale.x / 2.0f;
break;
case bottomRightFar:
result._corner.x += _scale.x / 2.0f;
result._corner.z += _scale.z / 2.0f;
break;
}
result._scale /= 2.0f; // everything is half the scale
return result;
}

View file

@ -20,6 +20,7 @@
#include <QDebug>
#include "BoxBase.h"
#include "GeometryUtil.h"
#include "StreamUtils.h"
class AACube;
@ -58,6 +59,7 @@ public:
const glm::vec3& getMinimumPoint() const { return _corner; }
glm::vec3 getMaximumPoint() const { return calcTopFarLeft(); }
bool contains(const Triangle& triangle) const;
bool contains(const glm::vec3& point) const;
bool contains(const AABox& otherBox) const;
bool touches(const AABox& otherBox) const;
@ -112,6 +114,19 @@ public:
void clear() { _corner = INFINITY_VECTOR; _scale = glm::vec3(0.0f); }
typedef enum {
topLeftNear,
topLeftFar,
topRightNear,
topRightFar,
bottomLeftNear,
bottomLeftFar,
bottomRightNear,
bottomRightFar
} OctreeChild;
AABox getOctreeChild(OctreeChild child) const; // returns the AABox of the would be octree child of this AABox
private:
glm::vec3 getClosestPointOnFace(const glm::vec3& point, BoxFace face) const;
glm::vec3 getClosestPointOnFace(const glm::vec4& origin, const glm::vec4& direction, BoxFace face) const;

View file

@ -12,7 +12,22 @@
#include "GLMHelpers.h"
#include "TriangleSet.h"
void TriangleSet::insert(const Triangle& t) {
bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision) {
if (!_isBalanced) {
balanceOctree();
}
int trianglesTouched = 0;
auto result = _triangleOctree.findRayIntersection(origin, direction, distance, face, surfaceNormal, precision, trianglesTouched);
qDebug() << "trianglesTouched :" << trianglesTouched << "out of:" << _triangleOctree._population;
return result;
}
void InternalTriangleSet::insert(const Triangle& t) {
_triangles.push_back(t);
_bounds += t.v0;
@ -20,15 +35,15 @@ void TriangleSet::insert(const Triangle& t) {
_bounds += t.v2;
}
void TriangleSet::clear() {
void InternalTriangleSet::clear() {
_triangles.clear();
_bounds.clear();
}
// Determine of the given ray (origin/direction) in model space intersects with any triangles
// in the set. If an intersection occurs, the distance and surface normal will be provided.
bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision) const {
bool InternalTriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched) {
bool intersectedSomething = false;
float boxDistance = std::numeric_limits<float>::max();
@ -38,6 +53,7 @@ bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3&
if (precision) {
for (const auto& triangle : _triangles) {
float thisTriangleDistance;
trianglesTouched++;
if (findRayTriangleIntersection(origin, direction, triangle, thisTriangleDistance)) {
if (thisTriangleDistance < bestDistance) {
bestDistance = thisTriangleDistance;
@ -57,7 +73,7 @@ bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3&
}
bool TriangleSet::convexHullContains(const glm::vec3& point) const {
bool InternalTriangleSet::convexHullContains(const glm::vec3& point) const {
if (!_bounds.contains(point)) {
return false;
}
@ -74,3 +90,136 @@ bool TriangleSet::convexHullContains(const glm::vec3& point) const {
return insideMesh;
}
void TriangleSet::debugDump() {
qDebug() << __FUNCTION__;
qDebug() << "bounds:" << getBounds();
qDebug() << "triangles:" << size() << "at top level....";
qDebug() << "----- _triangleOctree -----";
_triangleOctree.debugDump();
}
void TriangleSet::balanceOctree() {
_triangleOctree.reset(_bounds, 0);
for (const auto& triangle : _triangles) {
_triangleOctree.insert(triangle);
}
_isBalanced = true;
}
static const int MAX_DEPTH = 3; // for now
static const int MAX_CHILDREN = 8;
TriangleOctreeCell::TriangleOctreeCell(const AABox& bounds, int depth) {
reset(bounds, depth);
}
void TriangleOctreeCell::clear() {
_triangleSet.clear();
_population = 0;
}
void TriangleOctreeCell::reset(const AABox& bounds, int depth) {
//qDebug() << __FUNCTION__ << "bounds:" << bounds << "depth:" << depth;
clear();
_triangleSet._bounds = bounds;
_depth = depth;
if (depth <= MAX_DEPTH) {
int childDepth = depth + 1;
_children.clear();
for (int child = 0; child < MAX_CHILDREN; child++) {
AABox childBounds = getBounds().getOctreeChild((AABox::OctreeChild)child);
/*
qDebug() << __FUNCTION__ << "bounds:" << bounds << "depth:" << depth
<< "child:" << child << "childBounds:" << childBounds << "childDepth:" << childDepth;
*/
_children.push_back(TriangleOctreeCell(childBounds, childDepth));
}
}
}
void TriangleOctreeCell::debugDump() {
qDebug() << __FUNCTION__;
qDebug() << "bounds:" << getBounds();
qDebug() << "depth:" << _depth;
qDebug() << "triangleSet:" << _triangleSet.size() << "at this level";
qDebug() << "population:" << _population << "this level or below";
if (_depth < MAX_DEPTH) {
int childNum = 0;
for (auto& child : _children) {
qDebug() << "child:" << childNum;
child.debugDump();
childNum++;
}
}
}
void TriangleOctreeCell::insert(const Triangle& t) {
_population++;
// if we're not yet at the max depth, then check which child the triangle fits in
if (_depth < MAX_DEPTH) {
for (auto& child : _children) {
if (child.getBounds().contains(t)) {
child.insert(t);
return;
}
}
}
// either we're at max depth, or the triangle doesn't fit in one of our
// children and so we want to just record it here
_triangleSet.insert(t);
}
bool TriangleOctreeCell::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched) {
if (_population < 1) {
return false; // no triangles below here, so we can't intersect
}
float bestLocalDistance = std::numeric_limits<float>::max();
BoxFace bestLocalFace;
glm::vec3 bestLocalNormal;
bool intersects = false;
// if the ray intersects our bounding box, then continue
if (getBounds().findRayIntersection(origin, direction, bestLocalDistance, bestLocalFace, bestLocalNormal)) {
bestLocalDistance = std::numeric_limits<float>::max();
float childDistance = std::numeric_limits<float>::max();
BoxFace childFace;
glm::vec3 childNormal;
// if we're not yet at the max depth, then check which child the triangle fits in
if (_depth < MAX_DEPTH) {
for (auto& child : _children) {
// check each child, if there's an intersection, it will return some distance that we need
// to compare against the other results, because there might be multiple intersections and
// we will always choose the best (shortest) intersection
if (child.findRayIntersection(origin, direction, childDistance, childFace, childNormal, precision, trianglesTouched)) {
if (childDistance < bestLocalDistance) {
bestLocalDistance = childDistance;
bestLocalFace = childFace;
bestLocalNormal = childNormal;
intersects = true;
}
}
}
}
// also check our local triangle set
if (_triangleSet.findRayIntersection(origin, direction, childDistance, childFace, childNormal, precision, trianglesTouched)) {
if (childDistance < bestLocalDistance) {
bestLocalDistance = childDistance;
bestLocalFace = childFace;
bestLocalNormal = childNormal;
intersects = true;
}
}
}
if (intersects) {
distance = bestLocalDistance;
face = bestLocalFace;
surfaceNormal = bestLocalNormal;
}
return intersects;
}

View file

@ -14,20 +14,21 @@
#include "AABox.h"
#include "GeometryUtil.h"
class TriangleSet {
class InternalTriangleSet {
public:
InternalTriangleSet() { }
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(); }
const Triangle& getTriangle(size_t t) const { return _triangles[t]; }
void insert(const Triangle& t);
virtual void insert(const Triangle& t);
void clear();
// Determine if the given ray (origin/direction) in model space intersects with any triangles in the set. If an
// intersection occurs, the distance and surface normal will be provided.
// note: this might side-effect internal structures
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision) const;
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
// 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
@ -35,7 +36,60 @@ public:
bool convexHullContains(const glm::vec3& point) const;
const AABox& getBounds() const { return _bounds; }
private:
protected:
std::vector<Triangle> _triangles;
AABox _bounds;
friend class TriangleOctreeCell;
};
class TriangleOctreeCell {
public:
TriangleOctreeCell() { }
void insert(const Triangle& t);
void reset(const AABox& bounds, int depth = 0);
void clear();
// Determine if the given ray (origin/direction) in model space intersects with any triangles in the set. If an
// intersection occurs, the distance and surface normal will be provided.
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
const AABox& getBounds() const { return _triangleSet.getBounds(); }
void debugDump();
protected:
TriangleOctreeCell(const AABox& bounds, int depth);
InternalTriangleSet _triangleSet;
std::vector<TriangleOctreeCell> _children;
int _depth { 0 };
int _population { 0 };
friend class TriangleSet;
};
class TriangleSet : public InternalTriangleSet {
// pass through public implementation all the features of InternalTriangleSet
public:
TriangleSet() { }
void debugDump();
virtual void insert(const Triangle& t) {
_isBalanced = false;
InternalTriangleSet::insert(t);
}
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision);
void balanceOctree();
protected:
bool _isBalanced { false };
TriangleOctreeCell _triangleOctree;
};