From 54adfcbf93eb477bedeec45409f36cf7e102b790 Mon Sep 17 00:00:00 2001 From: Normand Briere <nbriere@noware.ca> Date: Mon, 16 Sep 2019 21:54:55 -0400 Subject: [PATCH] Navigation with intersection. --- Object3D.java | 284 ++++++++++++++++++++++++++++++++++++++++++++++++++++++-- 1 files changed, 271 insertions(+), 13 deletions(-) diff --git a/Object3D.java b/Object3D.java index f36024d..71d96f3 100644 --- a/Object3D.java +++ b/Object3D.java @@ -662,7 +662,7 @@ { sorted = true; - for (int i=0; i<size()-1; i++) + for (int i=0; i<Size()-1; i++) { Object3D obji = get(i); Object3D objj = get(i+1); @@ -686,7 +686,7 @@ { sorted = true; - for (int i=0; i<size()-1; i++) + for (int i=0; i<Size()-1; i++) { Object3D obji = get(i); Object3D objj = get(i+1); @@ -4048,6 +4048,7 @@ void RevertMeshes() { + // BLOCKLOOP if (this instanceof cMesh) { ((cMesh)this).Revert(); @@ -4078,11 +4079,6 @@ Touch(); } - ResetRecur(); - } - - void ResetRecur() - { for (int i = 0; i < size(); i++) { Object3D child = (Object3D) get(i); // reserve(i); @@ -4296,8 +4292,8 @@ Touch(); } - transient cVector min = new cVector(); - transient cVector max = new cVector(); + transient cVector min; + transient cVector max; void getBounds(cVector minima, cVector maxima, boolean xform) { @@ -4313,7 +4309,7 @@ if (blockloop) return; - if (min == null) // ??? + if (min == null) { min = new cVector(); max = new cVector(); @@ -4354,7 +4350,7 @@ if (bRep != null) { - bRep.getBounds(minima,maxima,this); + bRep.getBounds(minima, maxima, xform?this:null); } if (false) // xform) @@ -8571,8 +8567,8 @@ private static cVector2 qq2 = new cVector2(); private static cVector2 rr2 = new cVector2(); private static cVector2 ss2 = new cVector2(); - private static cVector edge1 = new cVector(); - private static cVector edge2 = new cVector(); +// private static cVector edge1 = new cVector(); +// private static cVector edge2 = new cVector(); //private static cVector norm = new cVector(); /*transient private*/ int hitSomething; static final int hitCenter = 1; @@ -8770,7 +8766,269 @@ Touch(); } + + static Vertex s1 = new Vertex(); + static Vertex s2 = new Vertex(); + static Vertex s3 = new Vertex(); + boolean intersectMesh(Ray ray, IntersectResult result) + { + boolean success = false; + + if (bRep.stripified) + { + int[] strips = bRep.getRawIndices(); + + // TRIANGLE STRIP ARRAY + if (bRep.trimmed) + { + float[] v = bRep.getRawVertices(); + + int count3 = 0; + + if (v.length > 0) + { + for (int i = 0; i < strips.length; i++) + { + s1.set(v[count3], v[count3 + 1], v[count3 + 2]); + count3 += 3; + + s2.set(v[count3], v[count3 + 1], v[count3 + 2]); + count3 += 3; + + for (int j = 0; j < strips[i] - 2; j++) + { + s3.set(v[count3], v[count3 + 1], v[count3 + 2]); + count3 += 3; + + if (j%2 == 0) + success |= intersectTriangle(ray, result, s1, s2, s3); + else + success |= intersectTriangle(ray, result, s1, s3, s2); + + s1.set(s2); + s2.set(s3); + } + } + } + + assert count3 == v.length; + } + else // !trimmed + { + int count = 0; + for (int i = 0; i < strips.length; i++) + { + Vertex p = bRep.GetVertex(bRep.indices[count++]); + Vertex q = bRep.GetVertex(bRep.indices[count++]); + + for (int j = 0; j < strips[i] - 2; j++) + { + Vertex r = bRep.GetVertex(bRep.indices[count++]); + + if (j%2 == 0) + success |= intersectTriangle(ray, result, p, q, r); + else + success |= intersectTriangle(ray, result, p, r, q); + + p = q; + q = r; + } + } + } + } else // catch (Error e) + { + int facecount = bRep.FaceCount(); + for (int i = 0; i < facecount; i++) + { + Face face = bRep.GetFace(i); + + Vertex p = bRep.GetVertex(face.p); + Vertex q = bRep.GetVertex(face.q); + Vertex r = bRep.GetVertex(face.r); + + success |= intersectTriangle(ray, result, p, q, r); + } + } + + return success; + } + + static cVector eye = new cVector(); + static cVector dir = new cVector(); + + transient BBox bbox = null; + + boolean intersect(Ray ray, IntersectResult result) + { + double eyex = ray.eyePoint.x; + double eyey = ray.eyePoint.y; + double eyez = ray.eyePoint.z; + + double dirx = ray.viewDirection.x; + double diry = ray.viewDirection.y; + double dirz = ray.viewDirection.z; + + if (this.fromParent != null) + { + eye.x = eyex; + eye.y = eyey; + eye.z = eyez; + dir.x = dirx; + dir.y = diry; + dir.z = dirz; + + LA.xformPos(eye, this.fromParent, eye); + LA.xformDir(dir, this.fromParent, dir); + + ray.eyePoint.x = eye.x; + ray.eyePoint.y = eye.y; + ray.eyePoint.z = eye.z; + + ray.viewDirection.x = dir.x; + ray.viewDirection.y = dir.y; + ray.viewDirection.z = dir.z; + } + + boolean success = false; + + boolean touch = false; + + if (bRep != null) + { + if (bbox == null) + { + bbox = new BBox(); + + cVector min = new cVector(); + cVector max = new cVector(); + + this.getBounds(min, max, false); + + bbox.min.x = min.x; + bbox.min.y = min.y; + bbox.min.z = min.z; + + bbox.max.x = max.x; + bbox.max.y = max.y; + bbox.max.z = max.z; + } + + if (bbox.intersect(ray, result)) + { + success |= intersectMesh(ray, result); + } + else + { + //this.hide = true; + touch = true; + } + } + + for (int i=0; i<size(); i++) + { + Object3D child = (Object3D) reserve(i); + + if (child == null) + continue; + + success |= child.intersect(ray, result); + release(i); + } + + ray.eyePoint.x = eyex; + ray.eyePoint.y = eyey; + ray.eyePoint.z = eyez; + + ray.viewDirection.x = dirx; + ray.viewDirection.y = diry; + ray.viewDirection.z = dirz; + +// if (touch) +// this.Touch(); // refresh display list + + return success; + } + + static Vector3d edge1 = new Vector3d(); + static Vector3d edge2 = new Vector3d(); + static Vector3d P = new Vector3d(); + static Vector3d T = new Vector3d(); + static Vector3d Q = new Vector3d(); + + private boolean intersectTriangle(Ray ray, IntersectResult result, Vertex v1, Vertex v2, Vertex v3) + { + /* + Fast, Minimum Storage Ray/Triangle Intersection, Moller et al. + + Reference: http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf + */ + + // Calculate edges of the triangle + edge1.set(v2.x - v1.x, v2.y - v1.y, v2.z - v1.z); + edge2.set(v3.x - v1.x, v3.y - v1.y, v3.z - v1.z); + + // Calculate the determinant (U parameter) + P.cross(ray.viewDirection, edge2); + double det = edge1.dot(P); + + if (det > -1e-9 && det < 1e-9) + { + return false; + } // Ray lies in plane of triangle + + double invDet = 1 / det; + + // Calculate distance from vertex1 to ray origin + T.set(ray.eyePoint.x - v1.x, ray.eyePoint.y - v1.y, ray.eyePoint.z - v1.z); + + double U = (T.dot(P)) * invDet; // Calculate U parameter + + if (U < 0.f || U > 1.f) + { + return false; + } // Intersection lies outside of the triangle + + // Calculate V parameter + Q.cross(T, edge1); + + double V = ray.viewDirection.dot(Q) * invDet; + + if (V < 0.f || (U + V) > 1.f) + { + return false; + } // Intersection lies outside of the triangle + + double t = edge2.dot(Q) * invDet; + + if (t > 1e-9) // Triangle and ray intersects + { + //result.isIntersected = true; + //result.id = id; + + if (false) // isShadow) + { + result.t = t; + return true; + } else if (t < result.t) + { + result.object = this; + + result.t = t; + + //result.p.x = ray.eyePoint.x + ray.viewDirection.x * t; + //result.p.y = ray.eyePoint.y + ray.viewDirection.y * t; + //result.p.z = ray.eyePoint.z + ray.viewDirection.z * t; + + result.n.cross(edge1, edge2); + result.n.normalize(); + } + + return true; + } + + return false; + } public int Size() { -- Gitblit v1.6.2