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