mirror of
https://github.com/minetest/irrlicht.git
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328 lines
9.2 KiB
C++
328 lines
9.2 KiB
C++
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "COctreeTriangleSelector.h"
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#include "ISceneNode.h"
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#include "os.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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COctreeTriangleSelector::COctreeTriangleSelector(const IMesh* mesh,
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ISceneNode* node, s32 minimalPolysPerNode)
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: CTriangleSelector(mesh, node, false)
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, Root(0), NodeCount(0)
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, MinimalPolysPerNode(minimalPolysPerNode)
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{
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#ifdef _DEBUG
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setDebugName("COctreeTriangleSelector");
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#endif
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if (!Triangles.empty())
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{
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const u32 start = os::Timer::getRealTime();
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// create the triangle octree
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Root = new SOctreeNode();
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Root->Triangles = Triangles;
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constructOctree(Root);
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c8 tmp[256];
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sprintf(tmp, "Needed %ums to create OctreeTriangleSelector.(%d nodes, %u polys)",
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os::Timer::getRealTime() - start, NodeCount, Triangles.size());
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os::Printer::log(tmp, ELL_INFORMATION);
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}
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}
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COctreeTriangleSelector::COctreeTriangleSelector(const IMeshBuffer* meshBuffer, irr::u32 materialIndex, ISceneNode* node, s32 minimalPolysPerNode)
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: CTriangleSelector(meshBuffer, materialIndex, node)
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, Root(0), NodeCount(0)
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, MinimalPolysPerNode(minimalPolysPerNode)
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{
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#ifdef _DEBUG
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setDebugName("COctreeTriangleSelector");
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#endif
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if (!Triangles.empty())
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{
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const u32 start = os::Timer::getRealTime();
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// create the triangle octree
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Root = new SOctreeNode();
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Root->Triangles = Triangles;
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constructOctree(Root);
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c8 tmp[256];
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sprintf(tmp, "Needed %ums to create OctreeTriangleSelector.(%d nodes, %u polys)",
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os::Timer::getRealTime() - start, NodeCount, Triangles.size());
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os::Printer::log(tmp, ELL_INFORMATION);
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}
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}
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//! destructor
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COctreeTriangleSelector::~COctreeTriangleSelector()
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{
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delete Root;
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}
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void COctreeTriangleSelector::constructOctree(SOctreeNode* node)
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{
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++NodeCount;
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node->Box.reset(node->Triangles[0].pointA);
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// get bounding box
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const u32 cnt = node->Triangles.size();
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for (u32 i=0; i<cnt; ++i)
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{
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node->Box.addInternalPoint(node->Triangles[i].pointA);
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node->Box.addInternalPoint(node->Triangles[i].pointB);
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node->Box.addInternalPoint(node->Triangles[i].pointC);
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}
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// calculate children
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if (!node->Box.isEmpty() && (s32)node->Triangles.size() > MinimalPolysPerNode)
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{
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const core::vector3df& middle = node->Box.getCenter();
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core::vector3df edges[8];
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node->Box.getEdges(edges);
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core::aabbox3d<f32> box;
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core::array<core::triangle3df> keepTriangles(node->Triangles.size()); // reserving enough memory, so we don't get re-allocations per child
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for (s32 ch=0; ch<8; ++ch)
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{
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box.reset(middle);
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box.addInternalPoint(edges[ch]);
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node->Child[ch] = new SOctreeNode();
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for (s32 i=0; i<(s32)node->Triangles.size(); ++i)
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{
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if (node->Triangles[i].isTotalInsideBox(box))
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{
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node->Child[ch]->Triangles.push_back(node->Triangles[i]);
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//node->Triangles.erase(i);
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//--i;
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}
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else
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{
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keepTriangles.push_back(node->Triangles[i]);
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}
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}
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memcpy(node->Triangles.pointer(), keepTriangles.pointer(),
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sizeof(core::triangle3df)*keepTriangles.size());
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node->Triangles.set_used(keepTriangles.size());
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keepTriangles.set_used(0);
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}
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keepTriangles.clear(); // release memory early, for large meshes it can matter.
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node->Triangles.reallocate(node->Triangles.size(), true); // shrink memory to minimum necessary
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// Note: We use an extra loop to construct child-nodes instead of doing
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// that in above loop to avoid memory fragmentation which happens if
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// the code has to switch between allocating memory for this node and
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// the child nodes (thanks @Squarefox for noting this).
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for (s32 ch=0; ch<8; ++ch)
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{
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if (node->Child[ch]->Triangles.empty())
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{
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delete node->Child[ch];
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node->Child[ch] = 0;
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}
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else
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constructOctree(node->Child[ch]);
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}
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}
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}
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//! Gets all triangles which lie within a specific bounding box.
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void COctreeTriangleSelector::getTriangles(core::triangle3df* triangles,
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s32 arraySize, s32& outTriangleCount,
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const core::aabbox3d<f32>& box,
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const core::matrix4* transform, bool useNodeTransform,
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irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
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{
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core::matrix4 mat(core::matrix4::EM4CONST_NOTHING);
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core::aabbox3d<f32> invbox = box;
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if (SceneNode && useNodeTransform)
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{
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if ( SceneNode->getAbsoluteTransformation().getInverse(mat) )
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mat.transformBoxEx(invbox);
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else
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// TODO: case not handled well, we can only return all triangles
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return CTriangleSelector::getTriangles(triangles, arraySize, outTriangleCount, transform, useNodeTransform, outTriangleInfo);
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}
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if (transform)
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mat = *transform;
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else
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mat.makeIdentity();
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if (SceneNode && useNodeTransform)
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mat *= SceneNode->getAbsoluteTransformation();
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s32 trianglesWritten = 0;
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if (Root)
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getTrianglesFromOctree(Root, trianglesWritten,
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arraySize, invbox, &mat, triangles);
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if ( outTriangleInfo )
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{
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SCollisionTriangleRange triRange;
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triRange.RangeSize = trianglesWritten;
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triRange.Selector = const_cast<COctreeTriangleSelector*>(this);
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triRange.SceneNode = SceneNode;
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triRange.MeshBuffer = MeshBuffer;
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triRange.MaterialIndex = MaterialIndex;
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outTriangleInfo->push_back(triRange);
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}
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outTriangleCount = trianglesWritten;
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}
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void COctreeTriangleSelector::getTrianglesFromOctree(
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SOctreeNode* node, s32& trianglesWritten,
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s32 maximumSize, const core::aabbox3d<f32>& box,
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const core::matrix4* mat, core::triangle3df* triangles) const
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{
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if (!box.intersectsWithBox(node->Box))
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return;
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const u32 cnt = node->Triangles.size();
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for (u32 i=0; i<cnt; ++i)
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{
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const core::triangle3df& srcTri = node->Triangles[i];
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// This isn't an accurate test, but it's fast, and the
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// API contract doesn't guarantee complete accuracy.
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if (srcTri.isTotalOutsideBox(box))
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continue;
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core::triangle3df& dstTri = triangles[trianglesWritten];
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mat->transformVect(dstTri.pointA, srcTri.pointA );
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mat->transformVect(dstTri.pointB, srcTri.pointB );
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mat->transformVect(dstTri.pointC, srcTri.pointC );
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++trianglesWritten;
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// Halt when the out array is full.
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if (trianglesWritten == maximumSize)
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return;
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}
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for (u32 i=0; i<8; ++i)
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if (node->Child[i])
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getTrianglesFromOctree(node->Child[i], trianglesWritten,
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maximumSize, box, mat, triangles);
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}
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//! Gets all triangles which have or may have contact with a 3d line.
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// new version: from user Piraaate
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void COctreeTriangleSelector::getTriangles(core::triangle3df* triangles, s32 arraySize,
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s32& outTriangleCount, const core::line3d<f32>& line,
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const core::matrix4* transform, bool useNodeTransform,
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irr::core::array<SCollisionTriangleRange>* outTriangleInfo) const
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{
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#if 0
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core::aabbox3d<f32> box(line.start);
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box.addInternalPoint(line.end);
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// TODO: Could be optimized for line a little bit more.
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COctreeTriangleSelector::getTriangles(triangles, arraySize, outTriangleCount,
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box, transform);
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#else
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core::matrix4 mat ( core::matrix4::EM4CONST_NOTHING );
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core::vector3df vectStartInv ( line.start ), vectEndInv ( line.end );
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if (SceneNode && useNodeTransform)
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{
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mat = SceneNode->getAbsoluteTransformation();
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mat.makeInverse();
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mat.transformVect(vectStartInv, line.start);
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mat.transformVect(vectEndInv, line.end);
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}
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core::line3d<f32> invline(vectStartInv, vectEndInv);
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mat.makeIdentity();
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if (transform)
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mat = (*transform);
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if (SceneNode && useNodeTransform)
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mat *= SceneNode->getAbsoluteTransformation();
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s32 trianglesWritten = 0;
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if (Root)
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getTrianglesFromOctree(Root, trianglesWritten, arraySize, invline, &mat, triangles);
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if ( outTriangleInfo )
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{
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SCollisionTriangleRange triRange;
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triRange.RangeSize = trianglesWritten;
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triRange.Selector = const_cast<COctreeTriangleSelector*>(this);
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triRange.SceneNode = SceneNode;
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triRange.MeshBuffer = MeshBuffer;
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triRange.MaterialIndex = MaterialIndex;
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outTriangleInfo->push_back(triRange);
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}
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outTriangleCount = trianglesWritten;
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#endif
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}
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void COctreeTriangleSelector::getTrianglesFromOctree(SOctreeNode* node,
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s32& trianglesWritten, s32 maximumSize, const core::line3d<f32>& line,
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const core::matrix4* transform, core::triangle3df* triangles) const
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{
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if (!node->Box.intersectsWithLine(line))
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return;
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s32 cnt = node->Triangles.size();
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if (cnt + trianglesWritten > maximumSize)
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cnt -= cnt + trianglesWritten - maximumSize;
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s32 i;
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if ( transform->isIdentity() )
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{
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for (i=0; i<cnt; ++i)
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{
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triangles[trianglesWritten] = node->Triangles[i];
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++trianglesWritten;
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}
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}
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else
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{
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for (i=0; i<cnt; ++i)
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{
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triangles[trianglesWritten] = node->Triangles[i];
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transform->transformVect(triangles[trianglesWritten].pointA);
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transform->transformVect(triangles[trianglesWritten].pointB);
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transform->transformVect(triangles[trianglesWritten].pointC);
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++trianglesWritten;
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}
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}
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for (i=0; i<8; ++i)
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if (node->Child[i])
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getTrianglesFromOctree(node->Child[i], trianglesWritten,
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maximumSize, line, transform, triangles);
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}
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} // end namespace scene
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} // end namespace irr
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