A demo for mesh-voxel conversion
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#pragma once
#include <numeric>
#include "cmath"
#include "algorithm"
#include "Geometry.hpp"
struct IntersectRes {
bool hit;
float t;
};
IntersectRes
triangleRayIntersection(const Ray &ray, const Vec3f &a, const Vec3f &b, const Vec3f &c) {
Vec3f e1 = b - a;
Vec3f e2 = c - a;
Vec3f s = ray.start - a;
Vec3f s1 = ray.dir.cross(e2);
Vec3f s2 = s.cross(e1);
float s1_dot_e1 = s1.dot(e1);
float b1 = s1.dot(s) / s1_dot_e1;
float b2 = s2.dot(ray.dir) / s1_dot_e1;
if (b1 >= 0. && b2 >= 0. && b1 + b2 <= 1.) {
// hit
return {true, s2.dot(e2) / s1_dot_e1};
}
return {false, 0.};
}
bool isClose(double a, double b, double rel_tol = 1e-9, double abs_tol = 0.0) {
return std::fabs(a - b) <= std::max(rel_tol * std::max(std::fabs(a), std::fabs(b)), abs_tol);
}
int sign(double x) {
return (x > 0) - (x < 0);
}
float dot2(Vec3f a) {
return a.dot(a);
}
float pointTriangleDistance(const Vec3f &p, const Vec3f &a, const Vec3f &b, const Vec3f &c) {
Vec3f ab = b - a, ap = p - a;
Vec3f bc = c - b, bp = p - b;
Vec3f ca = a - c, cp = p - c;
Vec3f nor = ab.cross(ca);
return sqrt(
(sign(ab.cross(nor).dot(ap)) +
sign(bc.cross(nor).dot(bp)) +
sign(ca.cross(nor).dot(cp)) < 2.0)
?
fmin(fmin(
dot2(ab * std::clamp(ab.dot(ap) / dot2(ab), 0.0f, 1.0f) - ap),
dot2(bc * std::clamp(bc.dot(bp) / dot2(bc), 0.0f, 1.0f) - bp)),
dot2(ca * std::clamp(ca.dot(cp) / dot2(ca), 0.0f, 1.0f) - cp))
:
nor.dot(ap) * nor.dot(ap) / dot2(nor));
}
class BVHNode {
public:
size_t left;
size_t right;
size_t parent;
AABB boundingBox;
BVHNode(size_t l, size_t r, size_t p, const AABB &aabb) : left(l), right(r), parent(p), boundingBox(aabb) {}
BVHNode() : left(0), right(0), parent(0), boundingBox() {}
};
class BVH {
public:
const Mesh &mesh;
std::vector<Vec3f> faceCenters;
std::vector<BVHNode> nodes;
BVH(const Mesh &mesh_) : mesh(mesh_) {
faceCenters.reserve(mesh.faces.size());
for (const Vec3u &face: mesh.faces) {
Vec3f center = (mesh.vertices[face[0]] + mesh.vertices[face[1]] + mesh.vertices[face[2]]) / 3.0f;
faceCenters.push_back(center);
}
std::vector<size_t> indicesList(mesh.faces.size());
std::iota(indicesList.begin(), indicesList.end(), 0);
nodes.resize(2 * mesh.faces.size() - 1);
size_t nowIdx = 0;
dfsBuild(indicesList, computeAABB(indicesList), nowIdx);
}
size_t
dfsBuild(std::vector<size_t> &indicesList, AABB aabb, size_t &nowIdx) {
const size_t nodeIdx = nowIdx;
nowIdx++;
if (indicesList.size() == 1) {
// leaf
nodes[nodeIdx] = {0, indicesList[0], 0, aabb};
return nodeIdx;
}
// longest axis
int longAxis = -1;
float longAxisLen = -1;
for (int i = 0; i < 3; ++i) {
const float axisLen = aabb.max[i] - aabb.min[i];
if (axisLen > longAxisLen) {
longAxisLen = axisLen;
longAxis = i;
}
}
// split indices list
const size_t k = indicesList.size() / 2;
// std::nth_element(indicesList.begin(), indicesList.begin() + k - 1, indicesList.end(),
// [&](const size_t &a, const size_t &b) {
// return faceCenters[a][longAxis] < faceCenters[b][longAxis];
// });
nth(indicesList, k - 1, longAxis);
std::vector<size_t> leftIndices(indicesList.begin(), indicesList.begin() + k);
std::vector<size_t> rightIndices(indicesList.begin() + k, indicesList.end());
const AABB leftAABB = computeAABB(leftIndices);
const AABB rightAABB = computeAABB(rightIndices);
const size_t leftIdx = dfsBuild(leftIndices, leftAABB, nowIdx);
const size_t rightIdx = dfsBuild(rightIndices, rightAABB, nowIdx);
nodes[nodeIdx] = {leftIdx, rightIdx, 0, aabb};
nodes[leftIdx].parent = nodeIdx;
nodes[rightIdx].parent = nodeIdx;
return nodeIdx;
}
unsigned int intersectWithRay(const Ray &ray) const {
return recursiveRayIntersection(ray, 0);
}
void writeBVHAsObj(const std::string &path) {
std::ofstream file(path);
for (const BVHNode &node: nodes) {
Vec3f vertex;
for (int i = 0; i < 2; ++i) {
vertex[0] = i == 0 ? node.boundingBox.min[0] : node.boundingBox.max[0];
for (int j = 0; j < 2; ++j) {
vertex[1] = j == 0 ? node.boundingBox.min[1] : node.boundingBox.max[1];
for (int k = 0; k < 2; ++k) {
vertex[2] = k == 0 ? node.boundingBox.min[2] : node.boundingBox.max[2];
file << "v " << vertex[0] << " " << vertex[1] << " " << vertex[2] << std::endl;
}
}
}
}
for (size_t i = 0; i < nodes.size(); ++i) {
const BVHNode &node = nodes[i];
file << "l " << i * 8 + 1 << " " << i * 8 + 2 << std::endl;
file << "l " << i * 8 + 3 << " " << i * 8 + 4 << std::endl;
file << "l " << i * 8 + 5 << " " << i * 8 + 6 << std::endl;
file << "l " << i * 8 + 7 << " " << i * 8 + 8 << std::endl;
file << "l " << i * 8 + 1 << " " << i * 8 + 3 << std::endl;
file << "l " << i * 8 + 2 << " " << i * 8 + 4 << std::endl;
file << "l " << i * 8 + 5 << " " << i * 8 + 7 << std::endl;
file << "l " << i * 8 + 6 << " " << i * 8 + 8 << std::endl;
file << "l " << i * 8 + 1 << " " << i * 8 + 5 << std::endl;
file << "l " << i * 8 + 2 << " " << i * 8 + 6 << std::endl;
file << "l " << i * 8 + 3 << " " << i * 8 + 7 << std::endl;
file << "l " << i * 8 + 4 << " " << i * 8 + 8 << std::endl;
}
file.close();
}
void writeLeavesAsObj(const std::string &path) {
std::ofstream file(path);
for (const BVHNode &node: nodes) {
if (node.left == 0) {
Vec3f vertex;
for (int i = 0; i < 2; ++i) {
vertex[0] = i == 0 ? node.boundingBox.min[0] : node.boundingBox.max[0];
for (int j = 0; j < 2; ++j) {
vertex[1] = j == 0 ? node.boundingBox.min[1] : node.boundingBox.max[1];
for (int k = 0; k < 2; ++k) {
vertex[2] = k == 0 ? node.boundingBox.min[2] : node.boundingBox.max[2];
file << "v " << vertex[0] << " " << vertex[1] << " " << vertex[2] << std::endl;
}
}
}
}
}
for (size_t i = 0; i < nodes.size(); ++i) {
const BVHNode &node = nodes[i];
if (node.left == 0) {
file << "l " << i * 8 + 1 << " " << i * 8 + 2 << std::endl;
file << "l " << i * 8 + 3 << " " << i * 8 + 4 << std::endl;
file << "l " << i * 8 + 5 << " " << i * 8 + 6 << std::endl;
file << "l " << i * 8 + 7 << " " << i * 8 + 8 << std::endl;
file << "l " << i * 8 + 1 << " " << i * 8 + 3 << std::endl;
file << "l " << i * 8 + 2 << " " << i * 8 + 4 << std::endl;
file << "l " << i * 8 + 5 << " " << i * 8 + 7 << std::endl;
file << "l " << i * 8 + 6 << " " << i * 8 + 8 << std::endl;
file << "l " << i * 8 + 1 << " " << i * 8 + 5 << std::endl;
file << "l " << i * 8 + 2 << " " << i * 8 + 6 << std::endl;
file << "l " << i * 8 + 3 << " " << i * 8 + 7 << std::endl;
file << "l " << i * 8 + 4 << " " << i * 8 + 8 << std::endl;
}
}
file.close();
}
private:
AABB computeAABB(const std::vector<size_t> &indices) {
AABB aabb;
for (const size_t &idx: indices) {
const Vec3u &face = mesh.faces[idx];
for (int i = 0; i < 3; ++i) {
const Vec3f &vertex = mesh.vertices[face[i]];
for (int j = 0; j < 3; ++j) {
aabb.min[j] = std::min(aabb.min[j], vertex[j]);
aabb.max[j] = std::max(aabb.max[j], vertex[j]);
}
}
}
return {aabb.min, aabb.max};
}
unsigned int recursiveRayIntersection(const Ray &ray, size_t nodeIdx) const {
// segment-box intersection test
const AABB &aabb = nodes[nodeIdx].boundingBox;
bool hit = false;
for (int i = 0; !hit && i < 3; ++i) {
float t_min = (aabb.min[i] - ray.start[i]) / ray.dir[i];
float t_max = (aabb.max[i] - ray.start[i]) / ray.dir[i];
if (t_min > t_max) {
std::swap(t_min, t_max);
}
if (t_max < 0) return 0;
Vec3f hitPt = ray.start + ray.dir * t_min;
int otherPlane1 = (i + 1) % 3, otherPlane2 = (i + 2) % 3;
if (hitPt[otherPlane1] >= aabb.min[otherPlane1] &&
hitPt[otherPlane1] <= aabb.max[otherPlane1] &&
hitPt[otherPlane2] >= aabb.min[otherPlane2] &&
hitPt[otherPlane2] <= aabb.max[otherPlane2]) {
hit = true;
}
}
if (hit) {
if (nodes[nodeIdx].left == 0) {
// leaf
Vec3u face = mesh.faces[nodes[nodeIdx].right];
IntersectRes res = triangleRayIntersection(ray, mesh.vertices[face[0]], mesh.vertices[face[1]],
mesh.vertices[face[2]]);
if (!res.hit || res.t < 0) return 0;
return 1;
} else {
// check children
return recursiveRayIntersection(ray, nodes[nodeIdx].left) +
recursiveRayIntersection(ray, nodes[nodeIdx].right);
}
}
return 0;
}
// implement nth, without std::nth_element
// kth is 0-based
void nth(std::vector<size_t> &indicesList, size_t kth, int longAxis) {
recursiveChoose(indicesList, 0, indicesList.size() - 1, kth, longAxis);
}
void recursiveChoose(std::vector<size_t> &indicesList, size_t begin, size_t end, size_t kth, int longAxis) {
if (begin >= end) return;
int i = begin, j = end;
while (i < j) {
while (i < j && faceCenters[indicesList[j]][longAxis] >= faceCenters[indicesList[begin]][longAxis]) j--;
while (i < j && faceCenters[indicesList[i]][longAxis] <= faceCenters[indicesList[begin]][longAxis]) i++;
std::swap(indicesList[i], indicesList[j]);
}
std::swap(indicesList[begin], indicesList[i]);
if (i == kth) return;
if (i < kth) recursiveChoose(indicesList, i + 1, end, kth, longAxis);
else recursiveChoose(indicesList, begin, i - 1, kth, longAxis);
}
};