From 2cd93e8099479387d5135eca4576420161a3e3ec Mon Sep 17 00:00:00 2001 From: ikpil Date: Thu, 6 Apr 2023 00:12:41 +0900 Subject: [PATCH] remove Demo's ChunkyTriMesh --- .../Geom/ChunkyTriMesh.cs | 297 ------------------ src/DotRecast.Recast/Geom/ChunkyTriMesh.cs | 74 ++++- 2 files changed, 73 insertions(+), 298 deletions(-) delete mode 100644 src/DotRecast.Recast.Demo/Geom/ChunkyTriMesh.cs diff --git a/src/DotRecast.Recast.Demo/Geom/ChunkyTriMesh.cs b/src/DotRecast.Recast.Demo/Geom/ChunkyTriMesh.cs deleted file mode 100644 index d64ed1f..0000000 --- a/src/DotRecast.Recast.Demo/Geom/ChunkyTriMesh.cs +++ /dev/null @@ -1,297 +0,0 @@ -/* -Copyright (c) 2009-2010 Mikko Mononen memon@inside.org -recast4j copyright (c) 2015-2019 Piotr Piastucki piotr@jtilia.org -DotRecast Copyright (c) 2023 Choi Ikpil ikpil@naver.com - -This software is provided 'as-is', without any express or implied -warranty. In no event will the authors be held liable for any damages -arising from the use of this software. -Permission is granted to anyone to use this software for any purpose, -including commercial applications, and to alter it and redistribute it -freely, subject to the following restrictions: -1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. -2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. -3. This notice may not be removed or altered from any source distribution. -*/ - -using System; -using System.Collections.Generic; -using DotRecast.Recast.Geom; - -namespace DotRecast.Recast.Demo.Geom; - -public class ChunkyTriMesh -{ - List nodes; - int ntris; - int maxTrisPerChunk; - - private void calcExtends(BoundsItem[] items, int imin, int imax, float[] bmin, float[] bmax) - { - bmin[0] = items[imin].bmin.x; - bmin[1] = items[imin].bmin.y; - - bmax[0] = items[imin].bmax.x; - bmax[1] = items[imin].bmax.y; - - for (int i = imin + 1; i < imax; ++i) - { - BoundsItem it = items[i]; - if (it.bmin.x < bmin[0]) - { - bmin[0] = it.bmin.x; - } - - if (it.bmin.y < bmin[1]) - { - bmin[1] = it.bmin.y; - } - - if (it.bmax.x > bmax[0]) - { - bmax[0] = it.bmax.x; - } - - if (it.bmax.y > bmax[1]) - { - bmax[1] = it.bmax.y; - } - } - } - - private int longestAxis(float x, float y) - { - return y > x ? 1 : 0; - } - - private void subdivide(BoundsItem[] items, int imin, int imax, int trisPerChunk, List nodes, - int[] inTris) - { - int inum = imax - imin; - - ChunkyTriMeshNode node = new ChunkyTriMeshNode(); - nodes.Add(node); - - if (inum <= trisPerChunk) - { - // Leaf - calcExtends(items, imin, imax, node.bmin, node.bmax); - - // Copy triangles. - node.i = nodes.Count; - node.tris = new int[inum * 3]; - - int dst = 0; - for (int i = imin; i < imax; ++i) - { - int src = items[i].i * 3; - node.tris[dst++] = inTris[src]; - node.tris[dst++] = inTris[src + 1]; - node.tris[dst++] = inTris[src + 2]; - } - } - else - { - // Split - calcExtends(items, imin, imax, node.bmin, node.bmax); - - int axis = longestAxis(node.bmax[0] - node.bmin[0], node.bmax[1] - node.bmin[1]); - - if (axis == 0) - { - Array.Sort(items, imin, imax - imin, new CompareItemX()); - // Sort along x-axis - } - else if (axis == 1) - { - Array.Sort(items, imin, imax - imin, new CompareItemY()); - // Sort along y-axis - } - - int isplit = imin + inum / 2; - - // Left - subdivide(items, imin, isplit, trisPerChunk, nodes, inTris); - // Right - subdivide(items, isplit, imax, trisPerChunk, nodes, inTris); - - // Negative index means escape. - node.i = -nodes.Count; - } - } - - public ChunkyTriMesh(float[] verts, int[] tris, int ntris, int trisPerChunk) - { - int nchunks = (ntris + trisPerChunk - 1) / trisPerChunk; - - nodes = new(nchunks); - this.ntris = ntris; - - // Build tree - BoundsItem[] items = new BoundsItem[ntris]; - - for (int i = 0; i < ntris; i++) - { - int t = i * 3; - BoundsItem it = items[i] = new BoundsItem(); - it.i = i; - // Calc triangle XZ bounds. - it.bmin.x = it.bmax.x = verts[tris[t] * 3 + 0]; - it.bmin.y = it.bmax.y = verts[tris[t] * 3 + 2]; - for (int j = 1; j < 3; ++j) - { - int v = tris[t + j] * 3; - if (verts[v] < it.bmin.x) - { - it.bmin.x = verts[v]; - } - - if (verts[v + 2] < it.bmin.y) - { - it.bmin.y = verts[v + 2]; - } - - if (verts[v] > it.bmax.x) - { - it.bmax.x = verts[v]; - } - - if (verts[v + 2] > it.bmax.y) - { - it.bmax.y = verts[v + 2]; - } - } - } - - subdivide(items, 0, ntris, trisPerChunk, nodes, tris); - - // Calc max tris per node. - maxTrisPerChunk = 0; - foreach (ChunkyTriMeshNode node in nodes) - { - bool isLeaf = node.i >= 0; - if (!isLeaf) - { - continue; - } - - if (node.tris.Length / 3 > maxTrisPerChunk) - { - maxTrisPerChunk = node.tris.Length / 3; - } - } - } - - public List getChunksOverlappingRect(float[] bmin, float[] bmax) - { - // Traverse tree - List ids = new(); - int i = 0; - while (i < nodes.Count) - { - ChunkyTriMeshNode node = nodes[i]; - bool overlap = checkOverlapRect(bmin, bmax, node.bmin, node.bmax); - bool isLeafNode = node.i >= 0; - - if (isLeafNode && overlap) - { - ids.Add(node); - } - - if (overlap || isLeafNode) - { - i++; - } - else - { - i = -node.i; - } - } - - return ids; - } - - private bool checkOverlapRect(float[] amin, float[] amax, float[] bmin, float[] bmax) - { - bool overlap = true; - overlap = (amin[0] > bmax[0] || amax[0] < bmin[0]) ? false : overlap; - overlap = (amin[1] > bmax[1] || amax[1] < bmin[1]) ? false : overlap; - return overlap; - } - - public List getChunksOverlappingSegment(float[] p, float[] q) - { - // Traverse tree - List ids = new(); - int i = 0; - while (i < nodes.Count) - { - ChunkyTriMeshNode node = nodes[i]; - bool overlap = checkOverlapSegment(p, q, node.bmin, node.bmax); - bool isLeafNode = node.i >= 0; - - if (isLeafNode && overlap) - { - ids.Add(node); - } - - if (overlap || isLeafNode) - { - i++; - } - else - { - i = -node.i; - } - } - - return ids; - } - - private bool checkOverlapSegment(float[] p, float[] q, float[] bmin, float[] bmax) - { - float EPSILON = 1e-6f; - - float tmin = 0; - float tmax = 1; - float[] d = new float[2]; - d[0] = q[0] - p[0]; - d[1] = q[1] - p[1]; - - for (int i = 0; i < 2; i++) - { - if (Math.Abs(d[i]) < EPSILON) - { - // Ray is parallel to slab. No hit if origin not within slab - if (p[i] < bmin[i] || p[i] > bmax[i]) - return false; - } - else - { - // Compute intersection t value of ray with near and far plane of slab - float ood = 1.0f / d[i]; - float t1 = (bmin[i] - p[i]) * ood; - float t2 = (bmax[i] - p[i]) * ood; - if (t1 > t2) - { - float tmp = t1; - t1 = t2; - t2 = tmp; - } - - if (t1 > tmin) - tmin = t1; - if (t2 < tmax) - tmax = t2; - if (tmin > tmax) - return false; - } - } - - return true; - } -} \ No newline at end of file diff --git a/src/DotRecast.Recast/Geom/ChunkyTriMesh.cs b/src/DotRecast.Recast/Geom/ChunkyTriMesh.cs index 74aa064..647a43f 100644 --- a/src/DotRecast.Recast/Geom/ChunkyTriMesh.cs +++ b/src/DotRecast.Recast/Geom/ChunkyTriMesh.cs @@ -46,7 +46,7 @@ namespace DotRecast.Recast.Geom return a.bmin.y.CompareTo(b.bmin.y); } } - + public class ChunkyTriMesh { List nodes; @@ -245,5 +245,77 @@ namespace DotRecast.Recast.Geom return ids; } + + public List getChunksOverlappingSegment(float[] p, float[] q) + { + // Traverse tree + List ids = new List(); + int i = 0; + while (i < nodes.Count) + { + ChunkyTriMeshNode node = nodes[i]; + bool overlap = checkOverlapSegment(p, q, node.bmin, node.bmax); + bool isLeafNode = node.i >= 0; + + if (isLeafNode && overlap) + { + ids.Add(node); + } + + if (overlap || isLeafNode) + { + i++; + } + else + { + i = -node.i; + } + } + + return ids; + } + + private bool checkOverlapSegment(float[] p, float[] q, float[] bmin, float[] bmax) + { + float EPSILON = 1e-6f; + + float tmin = 0; + float tmax = 1; + float[] d = new float[2]; + d[0] = q[0] - p[0]; + d[1] = q[1] - p[1]; + + for (int i = 0; i < 2; i++) + { + if (Math.Abs(d[i]) < EPSILON) + { + // Ray is parallel to slab. No hit if origin not within slab + if (p[i] < bmin[i] || p[i] > bmax[i]) + return false; + } + else + { + // Compute intersection t value of ray with near and far plane of slab + float ood = 1.0f / d[i]; + float t1 = (bmin[i] - p[i]) * ood; + float t2 = (bmax[i] - p[i]) * ood; + if (t1 > t2) + { + float tmp = t1; + t1 = t2; + t2 = tmp; + } + + if (t1 > tmin) + tmin = t1; + if (t2 < tmax) + tmax = t2; + if (tmin > tmax) + return false; + } + } + + return true; + } } } \ No newline at end of file