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| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /sdk/extensions/authoring/source/VHACD/src/vhacdRaycastMesh.cpp | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-7115f60b91b5717d90f643fd692010905c7004db.tar.xz blast-7115f60b91b5717d90f643fd692010905c7004db.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'sdk/extensions/authoring/source/VHACD/src/vhacdRaycastMesh.cpp')
| -rwxr-xr-x[-rw-r--r--] | sdk/extensions/authoring/source/VHACD/src/vhacdRaycastMesh.cpp | 414 |
1 files changed, 207 insertions, 207 deletions
diff --git a/sdk/extensions/authoring/source/VHACD/src/vhacdRaycastMesh.cpp b/sdk/extensions/authoring/source/VHACD/src/vhacdRaycastMesh.cpp index e8b9435..5877f01 100644..100755 --- a/sdk/extensions/authoring/source/VHACD/src/vhacdRaycastMesh.cpp +++ b/sdk/extensions/authoring/source/VHACD/src/vhacdRaycastMesh.cpp @@ -1,208 +1,208 @@ -#include "vhacdRaycastMesh.h" -#include <math.h> -#include <assert.h> - -namespace RAYCAST_MESH -{ - -/* a = b - c */ -#define vector(a,b,c) \ - (a)[0] = (b)[0] - (c)[0]; \ - (a)[1] = (b)[1] - (c)[1]; \ - (a)[2] = (b)[2] - (c)[2]; - -#define innerProduct(v,q) \ - ((v)[0] * (q)[0] + \ - (v)[1] * (q)[1] + \ - (v)[2] * (q)[2]) - -#define crossProduct(a,b,c) \ - (a)[0] = (b)[1] * (c)[2] - (c)[1] * (b)[2]; \ - (a)[1] = (b)[2] * (c)[0] - (c)[2] * (b)[0]; \ - (a)[2] = (b)[0] * (c)[1] - (c)[0] * (b)[1]; - - -static inline bool rayIntersectsTriangle(const double *p,const double *d,const double *v0,const double *v1,const double *v2,double &t) -{ - double e1[3],e2[3],h[3],s[3],q[3]; - double a,f,u,v; - - vector(e1,v1,v0); - vector(e2,v2,v0); - crossProduct(h,d,e2); - a = innerProduct(e1,h); - - if (a > -0.00001 && a < 0.00001) - return(false); - - f = 1/a; - vector(s,p,v0); - u = f * (innerProduct(s,h)); - - if (u < 0.0 || u > 1.0) - return(false); - - crossProduct(q,s,e1); - v = f * innerProduct(d,q); - if (v < 0.0 || u + v > 1.0) - return(false); - // at this stage we can compute t to find out where - // the intersection point is on the line - t = f * innerProduct(e2,q); - if (t > 0) // ray intersection - return(true); - else // this means that there is a line intersection - // but not a ray intersection - return (false); -} - -static double getPointDistance(const double *p1, const double *p2) -{ - double dx = p1[0] - p2[0]; - double dy = p1[1] - p2[1]; - double dz = p1[2] - p2[2]; - return sqrt(dx*dx + dy*dy + dz*dz); -} - -class MyRaycastMesh : public VHACD::RaycastMesh -{ -public: - - template <class T> - MyRaycastMesh(uint32_t vcount, - const T *vertices, - uint32_t tcount, - const uint32_t *indices) - { - mVcount = vcount; - mVertices = new double[mVcount * 3]; - for (uint32_t i = 0; i < mVcount; i++) - { - mVertices[i * 3 + 0] = vertices[0]; - mVertices[i * 3 + 1] = vertices[1]; - mVertices[i * 3 + 2] = vertices[2]; - vertices += 3; - } - mTcount = tcount; - mIndices = new uint32_t[mTcount * 3]; - for (uint32_t i = 0; i < mTcount; i++) - { - mIndices[i * 3 + 0] = indices[0]; - mIndices[i * 3 + 1] = indices[1]; - mIndices[i * 3 + 2] = indices[2]; - indices += 3; - } - } - - - ~MyRaycastMesh(void) - { - delete[]mVertices; - delete[]mIndices; - } - - virtual void release(void) - { - delete this; - } - - virtual bool raycast(const double *from, // The starting point of the raycast - const double *to, // The ending point of the raycast - const double *closestToPoint, // The point to match the nearest hit location (can just be the 'from' location of no specific point) - double *hitLocation, // The point where the ray hit nearest to the 'closestToPoint' location - double *hitDistance) final // The distance the ray traveled to the hit location - { - bool ret = false; - - double dir[3]; - - dir[0] = to[0] - from[0]; - dir[1] = to[1] - from[1]; - dir[2] = to[2] - from[2]; - - double distance = sqrt( dir[0]*dir[0] + dir[1]*dir[1]+dir[2]*dir[2] ); - if ( distance < 0.0000000001f ) return false; - double recipDistance = 1.0f / distance; - dir[0]*=recipDistance; - dir[1]*=recipDistance; - dir[2]*=recipDistance; - const uint32_t *indices = mIndices; - const double *vertices = mVertices; - double nearestDistance = distance; - - for (uint32_t tri=0; tri<mTcount; tri++) - { - uint32_t i1 = indices[tri*3+0]; - uint32_t i2 = indices[tri*3+1]; - uint32_t i3 = indices[tri*3+2]; - - const double *p1 = &vertices[i1*3]; - const double *p2 = &vertices[i2*3]; - const double *p3 = &vertices[i3*3]; - - double t; - if ( rayIntersectsTriangle(from,dir,p1,p2,p3,t)) - { - double hitPos[3]; - - hitPos[0] = from[0] + dir[0] * t; - hitPos[1] = from[1] + dir[1] * t; - hitPos[2] = from[2] + dir[2] * t; - - double pointDistance = getPointDistance(hitPos, closestToPoint); - - if (pointDistance < nearestDistance ) - { - nearestDistance = pointDistance; - if ( hitLocation ) - { - hitLocation[0] = hitPos[0]; - hitLocation[1] = hitPos[1]; - hitLocation[2] = hitPos[2]; - } - if ( hitDistance ) - { - *hitDistance = pointDistance; - } - ret = true; - } - } - } - return ret; - } - - uint32_t mVcount; - double *mVertices; - uint32_t mTcount; - uint32_t *mIndices; -}; - -}; - - - -using namespace RAYCAST_MESH; - -namespace VHACD -{ - - RaycastMesh * RaycastMesh::createRaycastMesh(uint32_t vcount, // The number of vertices in the source triangle mesh - const double *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc. - uint32_t tcount, // The number of triangles in the source triangle mesh - const uint32_t *indices) // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ... - { - MyRaycastMesh *m = new MyRaycastMesh(vcount, vertices, tcount, indices); - return static_cast<RaycastMesh *>(m); - } - - RaycastMesh * RaycastMesh::createRaycastMesh(uint32_t vcount, // The number of vertices in the source triangle mesh - const float *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc. - uint32_t tcount, // The number of triangles in the source triangle mesh - const uint32_t *indices) // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ... - { - MyRaycastMesh *m = new MyRaycastMesh(vcount, vertices, tcount, indices); - return static_cast<RaycastMesh *>(m); - } - - +#include "vhacdRaycastMesh.h"
+#include <math.h>
+#include <assert.h>
+
+namespace RAYCAST_MESH
+{
+
+/* a = b - c */
+#define vector(a,b,c) \
+ (a)[0] = (b)[0] - (c)[0]; \
+ (a)[1] = (b)[1] - (c)[1]; \
+ (a)[2] = (b)[2] - (c)[2];
+
+#define innerProduct(v,q) \
+ ((v)[0] * (q)[0] + \
+ (v)[1] * (q)[1] + \
+ (v)[2] * (q)[2])
+
+#define crossProduct(a,b,c) \
+ (a)[0] = (b)[1] * (c)[2] - (c)[1] * (b)[2]; \
+ (a)[1] = (b)[2] * (c)[0] - (c)[2] * (b)[0]; \
+ (a)[2] = (b)[0] * (c)[1] - (c)[0] * (b)[1];
+
+
+static inline bool rayIntersectsTriangle(const double *p,const double *d,const double *v0,const double *v1,const double *v2,double &t)
+{
+ double e1[3],e2[3],h[3],s[3],q[3];
+ double a,f,u,v;
+
+ vector(e1,v1,v0);
+ vector(e2,v2,v0);
+ crossProduct(h,d,e2);
+ a = innerProduct(e1,h);
+
+ if (a > -0.00001 && a < 0.00001)
+ return(false);
+
+ f = 1/a;
+ vector(s,p,v0);
+ u = f * (innerProduct(s,h));
+
+ if (u < 0.0 || u > 1.0)
+ return(false);
+
+ crossProduct(q,s,e1);
+ v = f * innerProduct(d,q);
+ if (v < 0.0 || u + v > 1.0)
+ return(false);
+ // at this stage we can compute t to find out where
+ // the intersection point is on the line
+ t = f * innerProduct(e2,q);
+ if (t > 0) // ray intersection
+ return(true);
+ else // this means that there is a line intersection
+ // but not a ray intersection
+ return (false);
+}
+
+static double getPointDistance(const double *p1, const double *p2)
+{
+ double dx = p1[0] - p2[0];
+ double dy = p1[1] - p2[1];
+ double dz = p1[2] - p2[2];
+ return sqrt(dx*dx + dy*dy + dz*dz);
+}
+
+class MyRaycastMesh : public VHACD::RaycastMesh
+{
+public:
+
+ template <class T>
+ MyRaycastMesh(uint32_t vcount,
+ const T *vertices,
+ uint32_t tcount,
+ const uint32_t *indices)
+ {
+ mVcount = vcount;
+ mVertices = new double[mVcount * 3];
+ for (uint32_t i = 0; i < mVcount; i++)
+ {
+ mVertices[i * 3 + 0] = vertices[0];
+ mVertices[i * 3 + 1] = vertices[1];
+ mVertices[i * 3 + 2] = vertices[2];
+ vertices += 3;
+ }
+ mTcount = tcount;
+ mIndices = new uint32_t[mTcount * 3];
+ for (uint32_t i = 0; i < mTcount; i++)
+ {
+ mIndices[i * 3 + 0] = indices[0];
+ mIndices[i * 3 + 1] = indices[1];
+ mIndices[i * 3 + 2] = indices[2];
+ indices += 3;
+ }
+ }
+
+
+ ~MyRaycastMesh(void)
+ {
+ delete[]mVertices;
+ delete[]mIndices;
+ }
+
+ virtual void release(void)
+ {
+ delete this;
+ }
+
+ virtual bool raycast(const double *from, // The starting point of the raycast
+ const double *to, // The ending point of the raycast
+ const double *closestToPoint, // The point to match the nearest hit location (can just be the 'from' location of no specific point)
+ double *hitLocation, // The point where the ray hit nearest to the 'closestToPoint' location
+ double *hitDistance) final // The distance the ray traveled to the hit location
+ {
+ bool ret = false;
+
+ double dir[3];
+
+ dir[0] = to[0] - from[0];
+ dir[1] = to[1] - from[1];
+ dir[2] = to[2] - from[2];
+
+ double distance = sqrt( dir[0]*dir[0] + dir[1]*dir[1]+dir[2]*dir[2] );
+ if ( distance < 0.0000000001f ) return false;
+ double recipDistance = 1.0f / distance;
+ dir[0]*=recipDistance;
+ dir[1]*=recipDistance;
+ dir[2]*=recipDistance;
+ const uint32_t *indices = mIndices;
+ const double *vertices = mVertices;
+ double nearestDistance = distance;
+
+ for (uint32_t tri=0; tri<mTcount; tri++)
+ {
+ uint32_t i1 = indices[tri*3+0];
+ uint32_t i2 = indices[tri*3+1];
+ uint32_t i3 = indices[tri*3+2];
+
+ const double *p1 = &vertices[i1*3];
+ const double *p2 = &vertices[i2*3];
+ const double *p3 = &vertices[i3*3];
+
+ double t;
+ if ( rayIntersectsTriangle(from,dir,p1,p2,p3,t))
+ {
+ double hitPos[3];
+
+ hitPos[0] = from[0] + dir[0] * t;
+ hitPos[1] = from[1] + dir[1] * t;
+ hitPos[2] = from[2] + dir[2] * t;
+
+ double pointDistance = getPointDistance(hitPos, closestToPoint);
+
+ if (pointDistance < nearestDistance )
+ {
+ nearestDistance = pointDistance;
+ if ( hitLocation )
+ {
+ hitLocation[0] = hitPos[0];
+ hitLocation[1] = hitPos[1];
+ hitLocation[2] = hitPos[2];
+ }
+ if ( hitDistance )
+ {
+ *hitDistance = pointDistance;
+ }
+ ret = true;
+ }
+ }
+ }
+ return ret;
+ }
+
+ uint32_t mVcount;
+ double *mVertices;
+ uint32_t mTcount;
+ uint32_t *mIndices;
+};
+
+};
+
+
+
+using namespace RAYCAST_MESH;
+
+namespace VHACD
+{
+
+ RaycastMesh * RaycastMesh::createRaycastMesh(uint32_t vcount, // The number of vertices in the source triangle mesh
+ const double *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc.
+ uint32_t tcount, // The number of triangles in the source triangle mesh
+ const uint32_t *indices) // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ...
+ {
+ MyRaycastMesh *m = new MyRaycastMesh(vcount, vertices, tcount, indices);
+ return static_cast<RaycastMesh *>(m);
+ }
+
+ RaycastMesh * RaycastMesh::createRaycastMesh(uint32_t vcount, // The number of vertices in the source triangle mesh
+ const float *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc.
+ uint32_t tcount, // The number of triangles in the source triangle mesh
+ const uint32_t *indices) // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ...
+ {
+ MyRaycastMesh *m = new MyRaycastMesh(vcount, vertices, tcount, indices);
+ return static_cast<RaycastMesh *>(m);
+ }
+
+
} // end of VHACD namespace
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