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Diffstat (limited to 'Source/AI/chunky_tri_mesh.cpp')
-rw-r--r--Source/AI/chunky_tri_mesh.cpp325
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+//-----------------------------------------------------------------------------
+// Name: chunky_tri_mesh.cpp
+// Developer: External
+// Author:
+// Description: This is a utility file from the Recast project which has been
+// extracted and modified by Wolfire Games LLC
+// License: Read below
+//-----------------------------------------------------------------------------
+
+//
+// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
+//
+// This software is provided 'as-is', without any express or implied
+// warranty. In no event will the authors be held liable for any damages
+// arising from the use of this software.
+// Permission is granted to anyone to use this software for any purpose,
+// including commercial applications, and to alter it and redistribute it
+// freely, subject to the following restrictions:
+// 1. The origin of this software must not be misrepresented; you must not
+// claim that you wrote the original software. If you use this software
+// in a product, an acknowledgment in the product documentation would be
+// appreciated but is not required.
+// 2. Altered source versions must be plainly marked as such, and must not be
+// misrepresented as being the original software.
+// 3. This notice may not be removed or altered from any source distribution.
+//
+
+#include "chunky_tri_mesh.h"
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+
+struct BoundsItem
+{
+ float bmin[2];
+ float bmax[2];
+ int i;
+};
+
+static int compareItemX(const void* va, const void* vb)
+{
+ const BoundsItem* a = (const BoundsItem*)va;
+ const BoundsItem* b = (const BoundsItem*)vb;
+ if (a->bmin[0] < b->bmin[0])
+ return -1;
+ if (a->bmin[0] > b->bmin[0])
+ return 1;
+ return 0;
+}
+
+static int compareItemY(const void* va, const void* vb)
+{
+ const BoundsItem* a = (const BoundsItem*)va;
+ const BoundsItem* b = (const BoundsItem*)vb;
+ if (a->bmin[1] < b->bmin[1])
+ return -1;
+ if (a->bmin[1] > b->bmin[1])
+ return 1;
+ return 0;
+}
+
+static void calcExtends(const BoundsItem* items, const int /*nitems*/,
+ const int imin, const int imax,
+ float* bmin, float* bmax)
+{
+ bmin[0] = items[imin].bmin[0];
+ bmin[1] = items[imin].bmin[1];
+
+ bmax[0] = items[imin].bmax[0];
+ bmax[1] = items[imin].bmax[1];
+
+ for (int i = imin+1; i < imax; ++i)
+ {
+ const BoundsItem& it = items[i];
+ if (it.bmin[0] < bmin[0]) bmin[0] = it.bmin[0];
+ if (it.bmin[1] < bmin[1]) bmin[1] = it.bmin[1];
+
+ if (it.bmax[0] > bmax[0]) bmax[0] = it.bmax[0];
+ if (it.bmax[1] > bmax[1]) bmax[1] = it.bmax[1];
+ }
+}
+
+inline int longestAxis(float x, float y)
+{
+ return y > x ? 1 : 0;
+}
+
+static void subdivide(BoundsItem* items, int nitems, int imin, int imax, int trisPerChunk,
+ int& curNode, rcChunkyTriMeshNode* nodes, const int maxNodes,
+ int& curTri, int* outTris, const int* inTris)
+{
+ int inum = imax - imin;
+ int icur = curNode;
+
+ if (curNode > maxNodes)
+ return;
+
+ rcChunkyTriMeshNode& node = nodes[curNode++];
+
+ if (inum <= trisPerChunk)
+ {
+ // Leaf
+ calcExtends(items, nitems, imin, imax, node.bmin, node.bmax);
+
+ // Copy triangles.
+ node.i = curTri;
+ node.n = inum;
+
+ for (int i = imin; i < imax; ++i)
+ {
+ const int* src = &inTris[items[i].i*3];
+ int* dst = &outTris[curTri*3];
+ curTri++;
+ dst[0] = src[0];
+ dst[1] = src[1];
+ dst[2] = src[2];
+ }
+ }
+ else
+ {
+ // Split
+ calcExtends(items, nitems, imin, imax, node.bmin, node.bmax);
+
+ int axis = longestAxis(node.bmax[0] - node.bmin[0],
+ node.bmax[1] - node.bmin[1]);
+
+ if (axis == 0)
+ {
+ // Sort along x-axis
+ qsort(items+imin, static_cast<size_t>(inum), sizeof(BoundsItem), compareItemX);
+ }
+ else if (axis == 1)
+ {
+ // Sort along y-axis
+ qsort(items+imin, static_cast<size_t>(inum), sizeof(BoundsItem), compareItemY);
+ }
+
+ int isplit = imin+inum/2;
+
+ // Left
+ subdivide(items, nitems, imin, isplit, trisPerChunk, curNode, nodes, maxNodes, curTri, outTris, inTris);
+ // Right
+ subdivide(items, nitems, isplit, imax, trisPerChunk, curNode, nodes, maxNodes, curTri, outTris, inTris);
+
+ int iescape = curNode - icur;
+ // Negative index means escape.
+ node.i = -iescape;
+ }
+}
+
+bool rcCreateChunkyTriMesh(const float* verts, const int* tris, int ntris,
+ int trisPerChunk, rcChunkyTriMesh* cm)
+{
+ int nchunks = (ntris + trisPerChunk-1) / trisPerChunk;
+
+ cm->nodes = new rcChunkyTriMeshNode[nchunks*4];
+ if (!cm->nodes)
+ return false;
+
+ cm->tris = new int[ntris*3];
+ if (!cm->tris)
+ return false;
+
+ cm->ntris = ntris;
+
+ // Build tree
+ BoundsItem* items = new BoundsItem[ntris];
+ if (!items)
+ return false;
+
+ for (int i = 0; i < ntris; i++)
+ {
+ const int* t = &tris[i*3];
+ BoundsItem& it = items[i];
+ it.i = i;
+ // Calc triangle XZ bounds.
+ it.bmin[0] = it.bmax[0] = verts[t[0]*3+0];
+ it.bmin[1] = it.bmax[1] = verts[t[0]*3+2];
+ for (int j = 1; j < 3; ++j)
+ {
+ const float* v = &verts[t[j]*3];
+ if (v[0] < it.bmin[0]) it.bmin[0] = v[0];
+ if (v[2] < it.bmin[1]) it.bmin[1] = v[2];
+
+ if (v[0] > it.bmax[0]) it.bmax[0] = v[0];
+ if (v[2] > it.bmax[1]) it.bmax[1] = v[2];
+ }
+ }
+
+ int curTri = 0;
+ int curNode = 0;
+ subdivide(items, ntris, 0, ntris, trisPerChunk, curNode, cm->nodes, nchunks*4, curTri, cm->tris, tris);
+
+ delete [] items;
+
+ cm->nnodes = curNode;
+
+ // Calc max tris per node.
+ cm->maxTrisPerChunk = 0;
+ for (int i = 0; i < cm->nnodes; ++i)
+ {
+ rcChunkyTriMeshNode& node = cm->nodes[i];
+ const bool isLeaf = node.i >= 0;
+ if (!isLeaf) continue;
+ if (node.n > cm->maxTrisPerChunk)
+ cm->maxTrisPerChunk = node.n;
+ }
+
+ return true;
+}
+
+
+inline bool checkOverlapRect(const float amin[2], const float amax[2],
+ const float bmin[2], const float bmax[2])
+{
+ bool overlap = true;
+ overlap = (amin[0] > bmax[0] || amax[0] < bmin[0]) ? false : overlap;
+ overlap = (amin[1] > bmax[1] || amax[1] < bmin[1]) ? false : overlap;
+ return overlap;
+}
+
+int rcGetChunksOverlappingRect(const rcChunkyTriMesh* cm,
+ float bmin[2], float bmax[2],
+ int* ids, const int maxIds)
+{
+ // Traverse tree
+ int i = 0;
+ int n = 0;
+ while (i < cm->nnodes)
+ {
+ const rcChunkyTriMeshNode* node = &cm->nodes[i];
+ const bool overlap = checkOverlapRect(bmin, bmax, node->bmin, node->bmax);
+ const bool isLeafNode = node->i >= 0;
+
+ if (isLeafNode && overlap)
+ {
+ if (n < maxIds)
+ {
+ ids[n] = i;
+ n++;
+ }
+ }
+
+ if (overlap || isLeafNode)
+ i++;
+ else
+ {
+ const int escapeIndex = -node->i;
+ i += escapeIndex;
+ }
+ }
+
+ return n;
+}
+
+
+
+static bool checkOverlapSegment(const float p[2], const float q[2],
+ const float bmin[2], const float bmax[2])
+{
+ static const float EPSILON = 1e-6f;
+
+ float tmin = 0;
+ float tmax = 1;
+ float d[2];
+ d[0] = q[0] - p[0];
+ d[1] = q[1] - p[1];
+
+ for (int i = 0; i < 2; i++)
+ {
+ if (fabsf(d[i]) < EPSILON)
+ {
+ // Ray is parallel to slab. No hit if origin not within slab
+ if (p[i] < bmin[i] || p[i] > bmax[i])
+ return false;
+ }
+ else
+ {
+ // Compute intersection t value of ray with near and far plane of slab
+ float ood = 1.0f / d[i];
+ float t1 = (bmin[i] - p[i]) * ood;
+ float t2 = (bmax[i] - p[i]) * ood;
+ if (t1 > t2) { float tmp = t1; t1 = t2; t2 = tmp; }
+ if (t1 > tmin) tmin = t1;
+ if (t2 < tmax) tmax = t2;
+ if (tmin > tmax) return false;
+ }
+ }
+ return true;
+}
+
+int rcGetChunksOverlappingSegment(const rcChunkyTriMesh* cm,
+ float p[2], float q[2],
+ int* ids, const int maxIds)
+{
+ // Traverse tree
+ int i = 0;
+ int n = 0;
+ while (i < cm->nnodes)
+ {
+ const rcChunkyTriMeshNode* node = &cm->nodes[i];
+ const bool overlap = checkOverlapSegment(p, q, node->bmin, node->bmax);
+ const bool isLeafNode = node->i >= 0;
+
+ if (isLeafNode && overlap)
+ {
+ if (n < maxIds)
+ {
+ ids[n] = i;
+ n++;
+ }
+ }
+
+ if (overlap || isLeafNode)
+ i++;
+ else
+ {
+ const int escapeIndex = -node->i;
+ i += escapeIndex;
+ }
+ }
+
+ return n;
+}