/usr/src/castle-game-engine-6.4/x3d/castleinternaltriangleoctree.pas is in castle-game-engine-src 6.4+dfsg1-2.
This file is owned by root:root, with mode 0o644.
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Copyright 2003-2017 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Triangle octrees (TTriangleOctree). }
unit CastleInternalTriangleOctree;
{$I castleconf.inc}
{$I octreeconf.inc}
interface
uses CastleVectors, SysUtils, CastleUtils, X3DNodes, CastleBoxes,
CastleInternalOctree, X3DTriangles, CastleTriangles;
{$define read_interface}
const
{ }
DefTriangleOctreeMaxDepth = 10;
DefTriangleOctreeLeafCapacity = 20;
DefTriangleOctreeLimits: TOctreeLimits = (
MaxDepth: DefTriangleOctreeMaxDepth;
LeafCapacity: DefTriangleOctreeLeafCapacity
);
type
TTriangleOctree = class;
TTriangleOctreeNode = class(TBaseTrianglesOctreeNode)
protected
procedure PutItemIntoSubNodes(ItemIndex: integer); override;
function CommonSphereLeaf(const pos: TVector3;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle; override;
function CommonSphere2DLeaf(const pos: TVector2;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle; override;
function CommonPoint2DLeaf(const Point: TVector2;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle; override;
function CommonBoxLeaf(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle; override;
function CommonSegmentLeaf(
out Intersection: TVector3;
out IntersectionDistance: Single;
const pos1, pos2: TVector3;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle; override;
function CommonRayLeaf(
out Intersection: TVector3;
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle; override;
strict private
function GetItems(ItemIndex: integer): PTriangle;
public
function ParentTree: TTriangleOctree;
{ Triangles stored in this octree leaf.
This is a more comfortable way to access ItemsIndices array.
Given ItemIndex indexes our ItemsIndices, and we return
@code(ParentTree.Triangles[ItemsIndices[ItemIndex]]). }
property Items[ItemIndex: integer]: PTriangle read GetItems;
function SphereCollision(const pos: TVector3;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle; override;
function IsSphereCollision(const pos: TVector3;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): boolean; override;
function SphereCollision2D(const pos: TVector2;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle; override;
function IsSphereCollision2D(const pos: TVector2;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): boolean; override;
function PointCollision2D(const Point: TVector2;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle; override;
function IsPointCollision2D(const Point: TVector2;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): boolean; override;
function BoxCollision(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle; override;
function IsBoxCollision(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): boolean; override;
function SegmentCollision(
out Intersection: TVector3;
out IntersectionDistance: Single;
const pos1, pos2: TVector3;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle; override;
function IsSegmentCollision(
const pos1, pos2: TVector3;
const Tag: TMailboxTag;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): boolean; override;
function RayCollision(
out Intersection: TVector3;
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle; override;
function IsRayCollision(
const RayOrigin, RayDirection: TVector3;
const Tag: TMailboxTag;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): boolean; override;
end;
{ Octree based on triangles. Allows for fast collision-detection
with a set of triangles. Each triangle is a TTriangle structure,
that keeps triangle geometry in 3D space, and links to parent
VRML/X3D Shapes and such. }
TTriangleOctree = class(TBaseTrianglesOctree)
protected
function StatisticsBonus: string; override;
public
{ All our triangles.
By keeping a list of triangles here, and only keeping indexes
to this table in leafs (in ItemsIndices) we conserve a lot of memory.
This also allows to use mailboxes and fast TriangleToIgnore
(because every triangle has a unique index,
and a pointer too, shared even if this triangle is placed in multiple
leaves). }
Triangles: TTriangleList;
constructor Create(const ARootBox: TBox3D); overload;
constructor Create(const ALimits: TOctreeLimits; const ARootBox: TBox3D); overload;
destructor Destroy; override;
procedure EnumerateTriangles(EnumerateTriangleFunc: TEnumerateTriangleFunc);
override;
function TrianglesCount: Cardinal; override;
function TotalItemsInOctree: Int64; override;
function TreeRoot: TTriangleOctreeNode;
{ Add a single triangle. Automatically checks whether Triangle.IsValid.
Before adding a lot of triangles, it's suggested to increase
Triangles.AllowedCapacityCount. }
procedure AddItemTriangle(Shape: TObject;
const Triangle: TTriangle3;
const Normal: TTriangle3; const TexCoord: TTriangle4;
const Face: TFaceIndex);
{ Internal for cooperation with TShapeOctree.
@exclude }
procedure EnumerateTrianglesUpdateWorld(
EnumerateTriangleFunc: TEnumerateTriangleFunc);
end;
{$undef read_interface}
implementation
uses CastleShapes;
{$define read_implementation}
{ TTriangleOctreeNode -------------------------------------------------------------- }
procedure TTriangleOctreeNode.PutItemIntoSubNodes(ItemIndex: integer);
var
AddedSomewhere: boolean;
Triangle: PTriangle3;
procedure JustAdd(SubNode: TOctreeNode);
begin
SubNode.AddItem(ItemIndex);
AddedSomewhere := true;
end;
procedure SecondTestAndAdd(SubNode: TOctreeNode);
begin
if SubNode.Box.IsTriangleCollision(Triangle^) then
begin
SubNode.AddItem(ItemIndex);
AddedSomewhere := true;
end;
end;
var
OSIS_b_low, OSIS_b_high: TOctreeSubnodeIndex;
OSIS_b_0, OSIS_b_1, OSIS_b_2: boolean;
begin
AddedSomewhere := false;
Triangle := Addr(ParentTree.Triangles.List^[ItemIndex].Local.Triangle);
{ First prototype of this just run SecondTestAndAdd 8 times, without
initial SubnodesWithBox checking. It turns out that it's faster
to do SubnodesWithBox first, this way we eliminate many calls
to IsBox3DTriangleCollision.
Tests on http://www.web3d.org/x3d/content/examples/Basic/HumanoidAnimation/BoxMan.wrl :
Around 6.20 / 2.41 =~ 2.5 faster.
Tests on ../../castle/data/levels/gate/gate_final.wrl
Around 27.8 / 12.5 =~ 2.2 faster.
}
SubnodesWithBox(TriangleBoundingBox(Triangle^), OSIS_b_low, OSIS_b_high);
for OSIS_b_0 := OSIS_b_low[0] to OSIS_b_high[0] do
for OSIS_b_1 := OSIS_b_low[1] to OSIS_b_high[1] do
for OSIS_b_2 := OSIS_b_low[2] to OSIS_b_high[2] do
SecondTestAndAdd(TreeSubNodes[OSIS_b_0, OSIS_b_1, OSIS_b_2]);
if not AddedSomewhere then
begin
{ This should not happen. But it happens, and unfortunately
it seems unavoidable: IsBox3DTriangleCollision tries hard
to detect that there's no collision. Even with really large
epsilons inside IsBox3DTriangleCollision,
it often detects no collision, while in fact triangle
lies on the boundary of SubNode.Box.
I tried to make epsilons inside IsBox3DTriangleCollision larger,
use better calculation (on doubles instead of singles),
and all of this helped... for some time. For some scenes.
Sooner or later, I was always able to find another scene,
so specific that requires even larger epsilon inside
IsBox3DTriangleCollision... This is unacceptable of course.
So I detect the cases when IsBox3DTriangleCollision works
badly, and use more "lazy" approach in this case (that may
result in inserting the triangle into more nodes than
necessary --- but that's not a problem (such triangle
happens seldom, so it doesn't really make octree less optimal)). }
for OSIS_b_0 := OSIS_b_low[0] to OSIS_b_high[0] do
for OSIS_b_1 := OSIS_b_low[1] to OSIS_b_high[1] do
for OSIS_b_2 := OSIS_b_low[2] to OSIS_b_high[2] do
JustAdd(TreeSubNodes[OSIS_b_0, OSIS_b_1, OSIS_b_2]);
end;
{ Assert(AddedSomewhere,
'TTriangleOctreeNode.PutItemIntoSubNodes lost a triangle');}
end;
function TTriangleOctreeNode.ParentTree: TTriangleOctree;
begin
Result := TTriangleOctree(InternalParentTree);
end;
function TTriangleOctreeNode.GetItems(ItemIndex: integer): PTriangle;
begin
result := ParentTree.Triangles.Ptr(ItemsIndices.L[ItemIndex]);
end;
{ TTriangleOctreeNode Collisions ------------------------------------------------------ }
function TTriangleOctreeNode.SphereCollision(const pos: TVector3;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle;
begin
Result := CommonSphere(pos, Radius, TriangleToIgnore, TrianglesToIgnoreFunc);
end;
function TTriangleOctreeNode.CommonSphereLeaf(const pos: TVector3;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle;
var
i: integer;
begin
for i := 0 to ItemsIndices.Count - 1 do
begin
Inc(TriangleCollisionTestsCounter);
Result := Items[i];
if IsTriangleSphereCollision(Result^.Local.Triangle,
Result^.Local.Plane, pos, Radius) and
(TriangleToIgnore <> Result) and
( (not Assigned(TrianglesToIgnoreFunc)) or
(not TrianglesToIgnoreFunc(ParentTree, Result)) ) then
Exit;
end;
Exit(nil);
end;
function TTriangleOctreeNode.IsSphereCollision(const pos: TVector3;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): boolean;
begin
Result := SphereCollision(pos, Radius, TriangleToIgnore,
TrianglesToIgnoreFunc) <> nil;
end;
function TTriangleOctreeNode.SphereCollision2D(const pos: TVector2;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle;
begin
Result := CommonSphere2D(pos, Radius, TriangleToIgnore, TrianglesToIgnoreFunc);
end;
function TTriangleOctreeNode.CommonSphere2DLeaf(const pos: TVector2;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle;
var
i: integer;
begin
for i := 0 to ItemsIndices.Count - 1 do
begin
Inc(TriangleCollisionTestsCounter);
Result := Items[i];
if IsTriangleSphereCollision2D(Result^.Local.Triangle, pos, Radius) and
(TriangleToIgnore <> Result) and
( (not Assigned(TrianglesToIgnoreFunc)) or
(not TrianglesToIgnoreFunc(ParentTree, Result)) ) then
Exit;
end;
Exit(nil);
end;
function TTriangleOctreeNode.IsSphereCollision2D(const pos: TVector2;
const Radius: Single;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): boolean;
begin
Result := SphereCollision2D(pos, Radius, TriangleToIgnore,
TrianglesToIgnoreFunc) <> nil;
end;
function TTriangleOctreeNode.PointCollision2D(const Point: TVector2;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle;
begin
Result := CommonPoint2D(Point, TriangleToIgnore, TrianglesToIgnoreFunc);
end;
function TTriangleOctreeNode.CommonPoint2DLeaf(const Point: TVector2;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle;
var
i: integer;
begin
for i := 0 to ItemsIndices.Count - 1 do
begin
Inc(TriangleCollisionTestsCounter);
Result := Items[i];
if IsPointWithinTriangle2D(Point, Result^.Local.Triangle) and
(TriangleToIgnore <> Result) and
( (not Assigned(TrianglesToIgnoreFunc)) or
(not TrianglesToIgnoreFunc(ParentTree, Result)) ) then
Exit;
end;
Exit(nil);
end;
function TTriangleOctreeNode.IsPointCollision2D(const Point: TVector2;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): boolean;
begin
Result := PointCollision2D(Point, TriangleToIgnore,
TrianglesToIgnoreFunc) <> nil;
end;
function TTriangleOctreeNode.BoxCollision(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle;
begin
Result := CommonBox(ABox, TriangleToIgnore, TrianglesToIgnoreFunc);
end;
function TTriangleOctreeNode.CommonBoxLeaf(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle;
var
i: integer;
begin
for i := 0 to ItemsIndices.Count - 1 do
begin
Inc(TriangleCollisionTestsCounter);
Result := Items[i];
if ABox.IsTriangleCollision(Result^.Local.Triangle) and
(TriangleToIgnore <> Result) and
( (not Assigned(TrianglesToIgnoreFunc)) or
(not TrianglesToIgnoreFunc(ParentTree, Result)) ) then
Exit;
end;
Exit(nil);
end;
function TTriangleOctreeNode.IsBoxCollision(const ABox: TBox3D;
const TriangleToIgnore: PTriangle;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): boolean;
begin
Result := BoxCollision(ABox, TriangleToIgnore, TrianglesToIgnoreFunc) <> nil;
end;
function TTriangleOctreeNode.SegmentCollision(
out Intersection: TVector3;
out IntersectionDistance: Single;
const Pos1, Pos2: TVector3;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle;
begin
Result := CommonSegment(
Intersection, IntersectionDistance, Pos1, Pos2,
Tag,
ReturnClosestIntersection, TriangleToIgnore,
IgnoreMarginAtStart, TrianglesToIgnoreFunc);
end;
function TTriangleOctreeNode.CommonSegmentLeaf(
out Intersection: TVector3;
out IntersectionDistance: Single;
const Pos1, Pos2: TVector3;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle;
{$define SEGMENT_COLLISION}
{$I castleinternaltriangleoctree_raysegmentcollisions.inc}
{$undef SEGMENT_COLLISION}
function TTriangleOctreeNode.IsSegmentCollision(
const Pos1, Pos2: TVector3;
const Tag: TMailboxTag;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): boolean;
var
{ We just ignore returned Intersection, IntersectionDistance }
Intersection: TVector3;
IntersectionDistance: Single;
begin
Result := SegmentCollision(Intersection, IntersectionDistance, Pos1, Pos2,
Tag,
{ReturnClosestIntersection}false,
TriangleToIgnore, IgnoreMarginAtStart, TrianglesToIgnoreFunc) <> nil;
end;
function TTriangleOctreeNode.RayCollision(
out Intersection: TVector3;
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle;
begin
Result := CommonRay(
Intersection, IntersectionDistance, RayOrigin, RayDirection,
Tag,
ReturnClosestIntersection, TriangleToIgnore, IgnoreMarginAtStart,
TrianglesToIgnoreFunc);
end;
function TTriangleOctreeNode.CommonRayLeaf(
out Intersection: TVector3;
out IntersectionDistance: Single;
const RayOrigin, RayDirection: TVector3;
const Tag: TMailboxTag;
const ReturnClosestIntersection: boolean;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): PTriangle;
{$I castleinternaltriangleoctree_raysegmentcollisions.inc}
function TTriangleOctreeNode.IsRayCollision(
const RayOrigin, RayDirection: TVector3;
const Tag: TMailboxTag;
const TriangleToIgnore: PTriangle;
const IgnoreMarginAtStart: boolean;
const TrianglesToIgnoreFunc: TTriangleIgnoreFunc): boolean;
var
{ We just ignore returned Intersection, IntersectionDistance }
Intersection: TVector3;
IntersectionDistance: Single;
begin
Result := RayCollision(Intersection, IntersectionDistance,
RayOrigin, RayDirection,
Tag,
{ReturnClosestIntersection}false,
TriangleToIgnore, IgnoreMarginAtStart, TrianglesToIgnoreFunc) <> nil;
end;
{ TTriangleOctree -------------------------------------------------------- }
constructor TTriangleOctree.Create(const ARootBox: TBox3D);
begin
Create(DefTriangleOctreeLimits, ARootBox);
end;
constructor TTriangleOctree.Create(const ALimits: TOctreeLimits;
const ARootBox: TBox3D);
begin
inherited Create (ALimits, ARootBox, TTriangleOctreeNode, false);
Triangles := TTriangleList.Create;
end;
destructor TTriangleOctree.Destroy;
begin
FreeAndNil(Triangles);
inherited;
end;
function TTriangleOctree.TreeRoot: TTriangleOctreeNode;
begin
Result := TTriangleOctreeNode(InternalTreeRoot);
end;
function TTriangleOctree.StatisticsBonus: string;
begin
Result := NL;
if Triangles.Count = 0 then
Result +=
' Empty octree - no triangles defined.' + NL
else
Result += Format(
' %d items (=triangles) defined for octree, %d items in octree''s leafs' + NL +
' - so each triangle is present in tree about %f times.' + NL,
[ Triangles.Count, TotalItemsInLeafs, TotalItemsInLeafs / Triangles.Count] );
end;
function TTriangleOctree.TotalItemsInOctree: Int64;
begin
Result := Triangles.Count;
end;
procedure TTriangleOctree.AddItemTriangle(Shape: TObject;
const Triangle: TTriangle3;
const Normal: TTriangle3; const TexCoord: TTriangle4;
const Face: TFaceIndex);
begin
if Triangle.IsValid then
begin
Triangles.Add^.Init(Shape, Triangle, Normal, TexCoord, Face);
TreeRoot.AddItem(Triangles.Count - 1);
end;
end;
procedure TTriangleOctree.EnumerateTrianglesUpdateWorld(
EnumerateTriangleFunc: TEnumerateTriangleFunc);
var
I: Integer;
T: PTriangle;
begin
T := PTriangle(Triangles.List);
for I := 0 to Triangles.Count - 1 do
begin
T^.UpdateWorld;
EnumerateTriangleFunc(T);
Inc(T);
end;
end;
procedure TTriangleOctree.EnumerateTriangles(
EnumerateTriangleFunc: TEnumerateTriangleFunc);
var
I: Integer;
begin
for I := 0 to Triangles.Count - 1 do
EnumerateTriangleFunc(Triangles.Ptr(I));
end;
function TTriangleOctree.TrianglesCount: Cardinal;
begin
Result := Triangles.Count;
end;
end.
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