示例#1
0
int TriangleMesh::_create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc) {

	if (p_depth > max_depth) {
		max_depth = p_depth;
	}

	if (p_size == 1) {

		return p_bb[p_from] - p_bvh;
	} else if (p_size == 0) {

		return -1;
	}

	Rect3 aabb;
	aabb = p_bb[p_from]->aabb;
	for (int i = 1; i < p_size; i++) {

		aabb.merge_with(p_bb[p_from + i]->aabb);
	}

	int li = aabb.get_longest_axis_index();

	switch (li) {

		case Vector3::AXIS_X: {
			SortArray<BVH *, BVHCmpX> sort_x;
			sort_x.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
			//sort_x.sort(&p_bb[p_from],p_size);
		} break;
		case Vector3::AXIS_Y: {
			SortArray<BVH *, BVHCmpY> sort_y;
			sort_y.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
			//sort_y.sort(&p_bb[p_from],p_size);
		} break;
		case Vector3::AXIS_Z: {
			SortArray<BVH *, BVHCmpZ> sort_z;
			sort_z.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
			//sort_z.sort(&p_bb[p_from],p_size);

		} break;
	}

	int left = _create_bvh(p_bvh, p_bb, p_from, p_size / 2, p_depth + 1, max_depth, max_alloc);
	int right = _create_bvh(p_bvh, p_bb, p_from + p_size / 2, p_size - p_size / 2, p_depth + 1, max_depth, max_alloc);

	int index = max_alloc++;
	BVH *_new = &p_bvh[index];
	_new->aabb = aabb;
	_new->center = aabb.position + aabb.size * 0.5;
	_new->face_index = -1;
	_new->left = left;
	_new->right = right;

	return index;
}
示例#2
0
文件: shape_sw.cpp 项目: MattUV/godot
_VolumeSW_BVH *_volume_sw_build_bvh(_VolumeSW_BVH_Element *p_elements, int p_size, int &count) {

	_VolumeSW_BVH *bvh = memnew(_VolumeSW_BVH);

	if (p_size == 1) {
		//leaf
		bvh->aabb = p_elements[0].aabb;
		bvh->left = NULL;
		bvh->right = NULL;
		bvh->face_index = p_elements->face_index;
		count++;
		return bvh;
	} else {

		bvh->face_index = -1;
	}

	Rect3 aabb;
	for (int i = 0; i < p_size; i++) {

		if (i == 0)
			aabb = p_elements[i].aabb;
		else
			aabb.merge_with(p_elements[i].aabb);
	}
	bvh->aabb = aabb;
	switch (aabb.get_longest_axis_index()) {

		case 0: {

			SortArray<_VolumeSW_BVH_Element, _VolumeSW_BVH_CompareX> sort_x;
			sort_x.sort(p_elements, p_size);

		} break;
		case 1: {

			SortArray<_VolumeSW_BVH_Element, _VolumeSW_BVH_CompareY> sort_y;
			sort_y.sort(p_elements, p_size);
		} break;
		case 2: {

			SortArray<_VolumeSW_BVH_Element, _VolumeSW_BVH_CompareZ> sort_z;
			sort_z.sort(p_elements, p_size);
		} break;
	}

	int split = p_size / 2;
	bvh->left = _volume_sw_build_bvh(p_elements, split, count);
	bvh->right = _volume_sw_build_bvh(&p_elements[split], p_size - split, count);

	//printf("branch at %p - %i: %i\n",bvh,count,bvh->face_index);
	count++;
	return bvh;
}
示例#3
0
文件: grid_map.cpp 项目: MattUV/godot
void GridMap::_octant_update(const OctantKey &p_key) {
	ERR_FAIL_COND(!octant_map.has(p_key));
	Octant &g = *octant_map[p_key];
	if (!g.dirty)
		return;

	Ref<Mesh> mesh;

	_octant_clear_navmesh(p_key);
	PhysicsServer::get_singleton()->body_clear_shapes(g.static_body);

	if (g.collision_debug.is_valid()) {

		VS::get_singleton()->mesh_clear(g.collision_debug);
	}

	PoolVector<Vector3> col_debug;

	/*
	 * foreach item in this octant,
	 * set item's multimesh's instance count to number of cells which have this item
	 * and set said multimesh bounding box to one containing all cells which have this item
	 */
	for (Map<int, Octant::ItemInstances>::Element *E = g.items.front(); E; E = E->next()) {

		Octant::ItemInstances &ii = E->get();

		ii.multimesh->set_instance_count(ii.cells.size());

		Rect3 aabb;
		Rect3 mesh_aabb = ii.mesh.is_null() ? Rect3() : ii.mesh->get_aabb();

		Vector3 ofs(cell_size * 0.5 * int(center_x), cell_size * 0.5 * int(center_y), cell_size * 0.5 * int(center_z));

		//print_line("OCTANT, CELLS: "+itos(ii.cells.size()));
		int idx = 0;
		// foreach cell containing this item type
		for (Set<IndexKey>::Element *F = ii.cells.front(); F; F = F->next()) {
			IndexKey ik = F->get();
			Map<IndexKey, Cell>::Element *C = cell_map.find(ik);
			ERR_CONTINUE(!C);

			Vector3 cellpos = Vector3(ik.x, ik.y, ik.z);

			Transform xform;

			if (clip && ((clip_above && cellpos[clip_axis] > clip_floor) || (!clip_above && cellpos[clip_axis] < clip_floor))) {

				xform.basis.set_zero();

			} else {

				xform.basis.set_orthogonal_index(C->get().rot);
			}

			xform.set_origin(cellpos * cell_size + ofs);
			xform.basis.scale(Vector3(cell_scale, cell_scale, cell_scale));

			ii.multimesh->set_instance_transform(idx, xform);
			//ii.multimesh->set_instance_transform(idx,Transform()	);
			//ii.multimesh->set_instance_color(idx,Color(1,1,1,1));
			//print_line("MMINST: "+xform);

			if (idx == 0) {

				aabb = xform.xform(mesh_aabb);
			} else {

				aabb.merge_with(xform.xform(mesh_aabb));
			}

			// add the item's shape at given xform to octant's static_body
			if (ii.shape.is_valid()) {
				// add the item's shape
				PhysicsServer::get_singleton()->body_add_shape(g.static_body, ii.shape->get_rid(), xform);
				if (g.collision_debug.is_valid()) {
					ii.shape->add_vertices_to_array(col_debug, xform);
				}

				//print_line("PHIS x: "+xform);
			}

			// add the item's navmesh at given xform to GridMap's Navigation ancestor
			if (navigation) {
				if (ii.navmesh.is_valid()) {
					int nm_id = navigation->navmesh_create(ii.navmesh, xform, this);
					Octant::NavMesh nm;
					nm.id = nm_id;
					nm.xform = xform;
					g.navmesh_ids[ik] = nm;
				}
			}

			idx++;
		}

		//ii.multimesh->set_aabb(aabb);
	}

	if (col_debug.size()) {

		Array arr;
		arr.resize(VS::ARRAY_MAX);
		arr[VS::ARRAY_VERTEX] = col_debug;

		VS::get_singleton()->mesh_add_surface_from_arrays(g.collision_debug, VS::PRIMITIVE_LINES, arr);
		SceneTree *st = SceneTree::get_singleton();
		if (st) {
			VS::get_singleton()->mesh_surface_set_material(g.collision_debug, 0, st->get_debug_collision_material()->get_rid());
		}
	}

	g.dirty = false;
}
示例#4
0
文件: rect3.cpp 项目: Alex-doc/godot
Rect3 Rect3::merge(const Rect3 &p_with) const {

	Rect3 aabb = *this;
	aabb.merge_with(p_with);
	return aabb;
}