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EQ2Emu/source/WorldServer/Zone/raycast_mesh.h
2024-07-22 08:52:28 -04:00

73 lines
3.2 KiB
C++

#ifndef RAYCAST_MESH_H
#define RAYCAST_MESH_H
// This code snippet allows you to create an axis aligned bounding volume tree for a triangle mesh so that you can do
// high-speed raycasting.
//
// There are much better implementations of this available on the internet. In particular I recommend that you use
// OPCODE written by Pierre Terdiman.
// @see: http://www.codercorner.com/Opcode.htm
//
// OPCODE does a whole lot more than just raycasting, and is a rather significant amount of source code.
//
// I am providing this code snippet for the use case where you *only* want to do quick and dirty optimized raycasting.
// I have not done performance testing between this version and OPCODE; so I don't know how much slower it is. However,
// anytime you switch to using a spatial data structure for raycasting, you increase your performance by orders and orders
// of magnitude; so this implementation should work fine for simple tools and utilities.
//
// It also serves as a nice sample for people who are trying to learn the algorithm of how to implement AABB trees.
// AABB = Axis Aligned Bounding Volume trees.
//
// http://www.cgal.org/Manual/3.5/doc_html/cgal_manual/AABB_tree/Chapter_main.html
//
//
// This code snippet was written by John W. Ratcliff on August 18, 2011 and released under the MIT. license.
//
// mailto:jratcliffscarab@gmail.com
//
// The official source can be found at: http://code.google.com/p/raycastmesh/
//
//
typedef float RmReal;
typedef unsigned int RmUint32;
#include <map>
#include <vector>
using namespace std;
typedef std::vector< RmUint32 > TriVector;
typedef std::map< unsigned int , bool> RmMap;
class RaycastMesh
{
public:
virtual bool raycast(const RmReal *from,const RmReal *to,RmReal *hitLocation,RmReal *hitNormal,RmReal *hitDistance, RmUint32 *GridID, RmUint32 *WidgetID, RmMap* ignored_widgets) = 0;
virtual bool bruteForceRaycast(const RmReal *from,const RmReal *to,RmReal *hitLocation,RmReal *hitNormal,RmReal *hitDistance, RmUint32 *GridID, RmUint32 *WidgetID, RmMap* ignored_widgets) = 0;
virtual const RmReal * getBoundMin(void) const = 0; // return the minimum bounding box
virtual const RmReal * getBoundMax(void) const = 0; // return the maximum bounding box.
virtual void release(void) = 0;
protected:
virtual ~RaycastMesh(void) { };
};
RaycastMesh * createRaycastMesh(RmUint32 vcount, // The number of vertices in the source triangle mesh
const RmReal *vertices, // The array of vertex positions in the format x1,y1,z1..x2,y2,z2.. etc.
RmUint32 tcount, // The number of triangles in the source triangle mesh
const RmUint32 *indices, // The triangle indices in the format of i1,i2,i3 ... i4,i5,i6, ...
const RmUint32 *grids,
const RmUint32 *widgets,
RmUint32 maxDepth=15, // Maximum recursion depth for the triangle mesh.
RmUint32 minLeafSize=4, // minimum triangles to treat as a 'leaf' node.
RmReal minAxisSize=0.01f // once a particular axis is less than this size, stop sub-dividing.
);
#ifdef USE_MAP_MMFS
#include <vector>
RaycastMesh* loadRaycastMesh(std::vector<char>& rm_buffer, bool& load_success);
void serializeRaycastMesh(RaycastMesh* rm, std::vector<char>& rm_buffer);
#endif /*USE_MAP_MMFS*/
#endif