// Copyright (C) 2002-2008 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #include "COctTreeTriangleSelector.h" #include "ISceneNode.h" #include "os.h" namespace irr { namespace scene { //! constructor COctTreeTriangleSelector::COctTreeTriangleSelector(const IMesh* mesh, const ISceneNode* node, s32 minimalPolysPerNode) : CTriangleSelector(mesh, node), Root(0), NodeCount(0), MinimalPolysPerNode(minimalPolysPerNode) { #ifdef _DEBUG setDebugName("COctTreeTriangleSelector"); #endif if (!Triangles.empty()) { u32 start = os::Timer::getRealTime(); // create the triangle octtree Root = new SOctTreeNode(); Root->Triangles = Triangles; constructOctTree(Root); u32 end = os::Timer::getRealTime(); c8 tmp[255]; sprintf(tmp, "Needed %ums to create OctTreeTriangleSelector.(%d nodes, %u polys)", end - start, NodeCount, Triangles.size()); os::Printer::log(tmp, ELL_INFORMATION); } } //! destructor COctTreeTriangleSelector::~COctTreeTriangleSelector() { delete Root; } void COctTreeTriangleSelector::constructOctTree(SOctTreeNode* node) { ++NodeCount; node->Box.reset(node->Triangles[0].pointA); // get bounding box const u32 cnt = node->Triangles.size(); for (u32 i=0; iBox.addInternalPoint(node->Triangles[i].pointA); node->Box.addInternalPoint(node->Triangles[i].pointB); node->Box.addInternalPoint(node->Triangles[i].pointC); } const core::vector3df& middle = node->Box.getCenter(); core::vector3df edges[8]; node->Box.getEdges(edges); core::aabbox3d box; core::array keepTriangles; // calculate children if (!node->Box.isEmpty() && (s32)node->Triangles.size() > MinimalPolysPerNode) for (s32 ch=0; ch<8; ++ch) { box.reset(middle); box.addInternalPoint(edges[ch]); node->Child[ch] = new SOctTreeNode(); for (s32 i=0; i<(s32)node->Triangles.size(); ++i) { if (node->Triangles[i].isTotalInsideBox(box)) { node->Child[ch]->Triangles.push_back(node->Triangles[i]); //node->Triangles.erase(i); //--i; } else { keepTriangles.push_back(node->Triangles[i]); } } memcpy(node->Triangles.pointer(), keepTriangles.pointer(), sizeof(core::triangle3df)*keepTriangles.size()); node->Triangles.set_used(keepTriangles.size()); keepTriangles.set_used(0); if (node->Child[ch]->Triangles.empty()) { delete node->Child[ch]; node->Child[ch] = 0; } else constructOctTree(node->Child[ch]); } } //! Gets all triangles which lie within a specific bounding box. void COctTreeTriangleSelector::getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, const core::aabbox3d& box, const core::matrix4* transform) const { core::matrix4 mat; core::aabbox3d invbox = box; if (SceneNode) { mat = SceneNode->getAbsoluteTransformation(); mat.makeInverse(); mat.transformBoxEx(invbox); } mat.makeIdentity(); if (transform) mat = *transform; if (SceneNode) mat *= SceneNode->getAbsoluteTransformation(); s32 trianglesWritten = 0; if (Root) getTrianglesFromOctTree(Root, trianglesWritten, arraySize, invbox, &mat, triangles); outTriangleCount = trianglesWritten; } void COctTreeTriangleSelector::getTrianglesFromOctTree( SOctTreeNode* node, s32& trianglesWritten, s32 maximumSize, const core::aabbox3d& box, const core::matrix4* mat, core::triangle3df* triangles) const { if (!box.intersectsWithBox(node->Box)) return; s32 cnt = node->Triangles.size(); if (cnt + trianglesWritten > maximumSize) cnt -= cnt + trianglesWritten - maximumSize; s32 i; for (i=0; iTriangles[i]; mat->transformVect(triangles[trianglesWritten].pointA); mat->transformVect(triangles[trianglesWritten].pointB); mat->transformVect(triangles[trianglesWritten].pointC); ++trianglesWritten; } for (i=0; i<8; ++i) if (node->Child[i]) getTrianglesFromOctTree(node->Child[i], trianglesWritten, maximumSize, box, mat, triangles); } //! Gets all triangles which have or may have contact with a 3d line. void COctTreeTriangleSelector::getTriangles(core::triangle3df* triangles, s32 arraySize, s32& outTriangleCount, const core::line3d& line, const core::matrix4* transform) const { core::aabbox3d box(line.start); box.addInternalPoint(line.end); // TODO: Could be optimized for line a little bit more. COctTreeTriangleSelector::getTriangles(triangles, arraySize, outTriangleCount, box, transform); } } // end namespace scene } // end namespace irr