mirror of
https://github.com/overte-org/overte.git
synced 2025-05-13 22:19:28 +02:00
89 lines
3.1 KiB
C++
89 lines
3.1 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
|
|
//
|
|
|
|
#include <vector>
|
|
|
|
#include "AABox.h"
|
|
#include "GeometryUtil.h"
|
|
|
|
class TriangleSet {
|
|
|
|
class TriangleOctreeCell {
|
|
public:
|
|
TriangleOctreeCell(std::vector<Triangle>& allTriangles) :
|
|
_allTriangles(allTriangles)
|
|
{ }
|
|
|
|
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,
|
|
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
|
|
|
|
const AABox& getBounds() const { return _bounds; }
|
|
|
|
void debugDump();
|
|
|
|
protected:
|
|
TriangleOctreeCell(std::vector<Triangle>& allTriangles, const AABox& bounds, int depth);
|
|
|
|
// checks our internal list of triangles
|
|
bool findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction,
|
|
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
|
|
|
|
std::vector<Triangle>& _allTriangles;
|
|
std::map<AABox::OctreeChild, TriangleOctreeCell> _children;
|
|
int _depth{ 0 };
|
|
int _population{ 0 };
|
|
AABox _bounds;
|
|
std::vector<size_t> _triangleIndices;
|
|
|
|
friend class TriangleSet;
|
|
};
|
|
|
|
public:
|
|
TriangleSet() :
|
|
_triangleOctree(_triangles)
|
|
{}
|
|
|
|
void debugDump();
|
|
|
|
void insert(const Triangle& t);
|
|
|
|
bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
|
|
float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision);
|
|
|
|
void balanceOctree();
|
|
|
|
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 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, 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
|
|
// 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 };
|
|
TriangleOctreeCell _triangleOctree;
|
|
std::vector<Triangle> _triangles;
|
|
AABox _bounds;
|
|
};
|