261 lines
5.0 KiB
C++
261 lines
5.0 KiB
C++
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#include "mesh.hpp"
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#include "arrays.hpp"
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#include "../shader.hpp"
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#include "../camera.hpp"
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#include "../input/focus.hpp"
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#include "../../util/math.hpp"
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#include <iostream>
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using namespace Sim::Graphics;
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Mesh::Mesh()
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{
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}
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void Mesh::set_transform_id()
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{
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for(unsigned int i = 0; i < vertices.size(); i++)
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{
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vertices[i].transform_id = 0;
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}
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max_transform_id = 0;
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}
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void Mesh::add(const Mesh& o, glm::mat4 mat)
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{
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unsigned int off = vertices.size();
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float t_off = max_transform_id + 1;
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glm::mat3 mat3(mat);
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vertices.reserve(vertices.size() + o.vertices.size());
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indices.reserve(indices.size() + o.indices.size());
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for(unsigned int i = 0; i < o.vertices.size(); i++)
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{
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Arrays::Vertex v = o.vertices[i];
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v.normal = mat3 * v.normal;
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v.pos = mat * v.pos;
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if(v.transform_id >= 0)
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{
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v.transform_id += t_off;
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max_transform_id = std::max(max_transform_id, v.transform_id);
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}
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vertices.push_back(v);
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}
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for(unsigned int i = 0; i < o.indices.size(); i++)
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{
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indices.push_back(o.indices[i] + off);
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}
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}
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void Mesh::add(const Mesh& o)
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{
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add(o, glm::mat4(1));
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}
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void Mesh::set_vertices(const Arrays::Vertex* data, size_t size)
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{
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vertices.clear();
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vertices.reserve(size);
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for(unsigned int i = 0; i < size; i++)
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{
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vertices.push_back(data[i]);
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}
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}
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void Mesh::set_indices(const unsigned int* data, size_t size)
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{
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indices.clear();
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indices.reserve(size);
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for(unsigned int i = 0; i < size; i++)
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{
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indices.push_back(data[i]);
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}
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}
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typedef glm::vec<3, double> vec3;
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bool ray_intersects_triangle(vec3 ray_origin,
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vec3 ray_vector,
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const vec3* triangle,
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vec3& out_intersection_point)
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{
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constexpr double epsilon = std::numeric_limits<double>::epsilon();
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vec3 edge1 = triangle[1] - triangle[0];
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vec3 edge2 = triangle[2] - triangle[0];
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vec3 ray_cross_e2 = cross(ray_vector, edge2);
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double det = dot(edge1, ray_cross_e2);
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if (det > -epsilon && det < epsilon)
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return false; // This ray is parallel to this triangle.
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double inv_det = 1.0 / det;
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vec3 s = ray_origin - triangle[0];
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double u = inv_det * dot(s, ray_cross_e2);
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if (u < 0 || u > 1)
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return false;
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vec3 s_cross_e1 = cross(s, edge1);
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double v = inv_det * dot(ray_vector, s_cross_e1);
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if (v < 0 || u + v > 1)
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return false;
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// At this stage we can compute t to find out where the intersection point is on the line.
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double t = inv_det * dot(edge2, s_cross_e1);
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out_intersection_point = ray_origin + ray_vector * t;
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if (t > epsilon) // ray intersection
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{
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return true;
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}
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else // This means that there is a line intersection but not a ray intersection.
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return false;
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}
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bool Mesh::check_focus(double len) const
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{
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auto near = Focus::get_trigger_near();
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auto far = Focus::get_trigger_far();
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return Focus::is_triggered() && check_intersect(near, glm::normalize(far - near) * len);
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}
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bool Mesh::check_focus() const
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{
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return check_focus(2.5);
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}
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bool Mesh::check_intersect(vec3 pos, vec3 path) const
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{
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double l = glm::length(path);
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if(l == 0)
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{
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return false;
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}
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vec3 path_n = path / l;
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for(unsigned int i = 0; i < indices.size(); i += 3)
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{
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vec3 v[3] = {
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vec3(this->vertices[indices[i]].pos),
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vec3(this->vertices[indices[i + 1]].pos),
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vec3(this->vertices[indices[i + 2]].pos)
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};
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vec3 ipoint;
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vec3 normal = glm::normalize(glm::cross(v[1] - v[0], v[2] - v[0]));
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double d = glm::dot(normal, path);
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if(d >= 0)
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continue;
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if(!ray_intersects_triangle(pos, path_n, v, ipoint))
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continue;
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if(l < glm::length(ipoint - pos))
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continue;
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return true;
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}
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return false;
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}
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static bool calc_intercept_vert(vec3 v[3], vec3 pos, vec3& path, vec3& path_n, double& l)
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{
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vec3 ipoint;
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vec3 normal = glm::normalize(glm::cross(v[1] - v[0], v[2] - v[0]));
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double d = glm::dot(path, normal);
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if(d >= 0)
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return false;
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if(!ray_intersects_triangle(pos, path_n, v, ipoint))
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return false;
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if(l < glm::length(ipoint - pos))
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return false;
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if(d < 0)
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{
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path -= normal * d;
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l = glm::length(path);
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}
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if(l > 0)
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{
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path_n = path / l;
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}
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return true;
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}
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vec3 Mesh::calc_intersect(vec3 pos, vec3 path) const
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{
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double l = glm::length(path);
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if(l == 0)
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{
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return path;
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}
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vec3 path_n = path / l;
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bool changing = true;
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while(changing)
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{
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changing = false;
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for(unsigned int i = 0; i < indices.size(); i += 3)
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{
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vec3 v[3] = {
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vec3(this->vertices[indices[i]].pos),
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vec3(this->vertices[indices[i + 1]].pos),
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vec3(this->vertices[indices[i + 2]].pos)
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};
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if(calc_intercept_vert(v, pos, path, path_n, l))
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{
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changing = true;
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}
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if(l == 0)
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{
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return path;
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}
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}
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}
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return path;
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}
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Mesh Mesh::to_lines() const
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{
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Mesh m;
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m.vertices = vertices;
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for(int i = 0; i < indices.size(); i += 3)
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{
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m.indices.push_back(indices[i]);
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m.indices.push_back(indices[i + 1]);
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m.indices.push_back(indices[i + 1]);
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m.indices.push_back(indices[i + 2]);
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m.indices.push_back(indices[i]);
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m.indices.push_back(indices[i + 2]);
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}
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return m;
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}
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