/* * Copyright (C) 2021 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #include "geom/mesh-accelerator.hpp" #include "geom/mesh-functions.hpp" #include "geom/morton.hpp" #include namespace geom { mesh_accelerator::mesh_accelerator() {} void mesh_accelerator::build(const mesh& mesh) { // Clear octree and face map octree.clear(); face_map.clear(); // Calculate mesh dimensions aabb bounds = calculate_bounds(mesh); float3 mesh_dimensions = bounds.max_point - bounds.min_point; center_offset = mesh_dimensions * 0.5f - (bounds.min_point + bounds.max_point) * 0.5f; // Calculate node dimensions at each octree depth for (auto i = 0; i <= octree32::max_depth; ++i) { node_dimensions[i] = mesh_dimensions * static_cast((1.0f / std::pow(2, i))); } // Add faces to octree for (mesh::face* face: mesh.get_faces()) { // Calculate face bounds float3 min_point = reinterpret_cast(face->edge->vertex->position); float3 max_point = min_point; mesh::edge* edge = face->edge; do { const auto& position = edge->vertex->position; for (int i = 0; i < 3; ++i) { min_point[i] = std::min(min_point[i], position[i]); max_point[i] = std::max(max_point[i], position[i]); } edge = edge->next; } while (edge != face->edge); // 1. Find max depth node of aabb min // 2. Find max depth node of aabb max // 3. Find common ancestor of the two nodes--that's the containing node. octree32::node_type min_node = find_node(min_point); octree32::node_type max_node = find_node(max_point); octree32::node_type containing_node = octree32::common_ancestor(min_node, max_node); // Insert containing node into octree octree.insert(containing_node); // Add face to face map face_map[containing_node].push_back(face); } } std::optional mesh_accelerator::query_nearest(const ray& ray) const { ray_query_result result; result.t = std::numeric_limits::infinity(); result.face = nullptr; query_nearest_recursive(result.t, result.face, octree.root, ray); if (result.face) return std::optional{result}; return std::nullopt; } void mesh_accelerator::query_nearest_recursive(float& nearest_t, geom::mesh::face*& nearest_face, octree32::node_type node, const ray& ray) const { // Get node bounds const aabb node_bounds = get_node_bounds(node); // Test for intersection with node bounds auto aabb_intersection = ray_aabb_intersection(ray, node_bounds); // If ray passed through this node if (std::get<0>(aabb_intersection)) { // Test all triangles in the node if (auto it = face_map.find(node); it != face_map.end()) { const std::list& faces = it->second; for (mesh::face* face: faces) { // Get triangle coordinates const float3& a = reinterpret_cast(face->edge->vertex->position); const float3& b = reinterpret_cast(face->edge->next->vertex->position); const float3& c = reinterpret_cast(face->edge->previous->vertex->position); // Test for intersection with triangle auto triangle_intersection = ray_triangle_intersection(ray, a, b, c); if (std::get<0>(triangle_intersection)) { float t = std::get<1>(triangle_intersection); if (t < nearest_t) { nearest_t = t; nearest_face = face; } } } } // Test all child nodes if (!octree.is_leaf(node)) { for (int i = 0; i < 8; ++i) query_nearest_recursive(nearest_t, nearest_face, octree.child(node, i), ray); } } } aabb mesh_accelerator::get_node_bounds(octree32::node_type node) const { // Decode Morton location of node std::uint32_t x, y, z; morton::decode(octree32::location(node), x, y, z); float3 node_location = float3{static_cast(x), static_cast(y), static_cast(z)}; // Get node dimensions at node depth const float3& dimensions = node_dimensions[octree32::depth(node)]; // Calculate AABB float3 min_point = (node_location * dimensions) - center_offset; return aabb{min_point, min_point + dimensions}; } octree32::node_type mesh_accelerator::find_node(const float3& point) const { // Transform point to octree space float3 transformed_point = (point + center_offset); // Account for floating-point tolerance const float epsilon = 0.00001f; transformed_point.x = std::max(0.0f, std::min(node_dimensions[0].x - epsilon, transformed_point.x)); transformed_point.y = std::max(0.0f, std::min(node_dimensions[0].y - epsilon, transformed_point.y)); transformed_point.z = std::max(0.0f, std::min(node_dimensions[0].z - epsilon, transformed_point.z)); // Transform point to max-depth node space transformed_point = transformed_point / node_dimensions[octree32::max_depth]; // Encode transformed point as a Morton location code std::uint32_t location = morton::encode( static_cast(transformed_point.x), static_cast(transformed_point.y), static_cast(transformed_point.z)); // Return max depth node at the determined location return octree32::node(octree32::max_depth, location); } } // namespace geom