This commit is contained in:
GoaLitiuM
2021-08-31 20:03:30 +03:00
parent f0faac7322
commit 1d2fc767e3
4 changed files with 2 additions and 1417 deletions

View File

@@ -1,681 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using FlaxEngine;
using Console = Cabrito.Console;
namespace Game
{
[Flags]
public enum TriangleAttributes
{
NONE,
NORMAL = 2,
TEXCOORD = 4,
COLOR = 8
};
public class Triangle
{
public Int3 v;
public Vector3 n;
//public Vector3[3] uvs;
public Vector4 err;
public bool dirty;
public bool deleted;
public TriangleAttributes attr;
public int material;
}
public class Vertex
{
public Vector3 p;
public int tstart,tcount;
public SymetricMatrix q;
public bool border;
};
public class Ref
{
public int tid, tvertex;
/*public Ref()
{
tid = 0;
tvertex = 0;
}*/
}
public class SymetricMatrix
{
// Constructor
public SymetricMatrix(double c = 0)
{
m = new double[10];
for (int i=0; i<10; i++) m[i] = c;
}
public SymetricMatrix( double m11, double m12, double m13, double m14,
double m22, double m23, double m24,
double m33, double m34,
double m44)
{
m = new double[10];
m[0] = m11; m[1] = m12; m[2] = m13; m[3] = m14;
m[4] = m22; m[5] = m23; m[6] = m24;
m[7] = m33; m[8] = m34;
m[9] = m44;
}
// Make plane
public SymetricMatrix(double a,double b,double c,double d)
{
m = new double[10];
m[0] = a*a; m[1] = a*b; m[2] = a*c; m[3] = a*d;
m[4] = b*b; m[5] = b*c; m[6] = b*d;
m[7 ] =c*c; m[8 ] = c*d;
m[9 ] = d*d;
}
public double this[int index]
{
get { return m[index]; }
set
{
m[index] = value;
}
}
// Determinant
public double det( int a11, int a12, int a13,
int a21, int a22, int a23,
int a31, int a32, int a33)
{
double det = m[a11]*m[a22]*m[a33] + m[a13]*m[a21]*m[a32] + m[a12]*m[a23]*m[a31]
- m[a13]*m[a22]*m[a31] - m[a11]*m[a23]*m[a32]- m[a12]*m[a21]*m[a33];
return det;
}
public static SymetricMatrix operator+(SymetricMatrix o, SymetricMatrix n)
{
return new SymetricMatrix( o.m[0]+n[0], o.m[1]+n[1], o.m[2]+n[2], o.m[3]+n[3],
o.m[4]+n[4], o.m[5]+n[5], o.m[6]+n[6],
o.m[ 7]+n[ 7], o.m[ 8]+n[8 ],
o.m[ 9]+n[9 ]);
}
/*public static SymetricMatrix operator+=(SymetricMatrix o, SymetricMatrix n)
{
m[0]+=n[0]; m[1]+=n[1]; m[2]+=n[2]; m[3]+=n[3];
m[4]+=n[4]; m[5]+=n[5]; m[6]+=n[6]; m[7]+=n[7];
m[8]+=n[8]; m[9]+=n[9];
return *this;
}*/
double[] m;
};
public static class ListExtras
{
// list: List<T> to resize
// size: desired new size
// element: default value to insert
public static void Resize<T>(this List<T> list, int size, T element = default(T)) where T : new()
{
int count = list.Count;
if (size < count)
{
list.RemoveRange(size, count - size);
}
else if (size > count)
{
if (size > list.Capacity) // Optimization
list.Capacity = size;
list.AddRange(Enumerable.Repeat(element, size - count));
for (int i = count; i < size; i++)
list[i] = new T();
}
}
}
// Fast Quadratic Mesh Simplification
public class MeshSimplifier
{
private float ratio;
private float agressiveness;
private List<Triangle> triangles;
private List<Vertex> vertices;
private List<Ref> refs = new List<Ref>();
public MeshSimplifier(float ratio = 1.0f, float agressiveness = 7.0f)
{
this.ratio = ratio;
this.agressiveness = agressiveness;
}
public List<Vector3> Simplify(Vector3[] input)
{
triangles = new List<Triangle>(input.Length / 3);
vertices = new List<Vertex>();
// TODO: no overlapping vertices, vertices must be unique
{
Dictionary<Vector3, int> verticeMap = new Dictionary<Vector3, int>();
for (int i = 0; i < input.Length; i++)
{
if (!verticeMap.ContainsKey(input[i]))
verticeMap[input[i]] = verticeMap.Count;
}
for (int i = 0; i < input.Length; i += 3)
{
int i1 = i + 0;
int i2 = i + 1;
int i3 = i + 2;
Vector3 v1 = input[i1];
Vector3 v2 = input[i2];
Vector3 v3 = input[i3];
if (verticeMap.ContainsKey(v1))
i1 = verticeMap[v1];
else
verticeMap.Add(v1, i1);
if (verticeMap.ContainsKey(v2))
i2 = verticeMap[v2];
else
verticeMap.Add(v2, i2);
if (verticeMap.ContainsKey(v3))
i3 = verticeMap[v3];
else
verticeMap.Add(v3, i3);
triangles.Add(new Triangle()
{
v = new Int3(i1, i2, i3),
});
}
foreach (KeyValuePair<Vector3,int> kvp in verticeMap)
{
vertices.Add(new Vertex()
{
p = kvp.Key,
q = new SymetricMatrix(),
});
}
/*foreach (var vec in input)
{
vertices.Add(new Vertex()
{
p = vec,
q = new SymetricMatrix(),
});
}*/
}
return Simplify();
}
public List<Vector3> Simplify(Vector3[] verts, int[] indices)
{
triangles = new List<Triangle>(indices.Length / 3);
vertices = new List<Vertex>(verts.Length);
{
foreach (var vec in verts)
{
vertices.Add(new Vertex()
{
p = vec,
q = new SymetricMatrix(),
});
}
for (int i = 0; i < indices.Length; i += 3)
{
triangles.Add(new Triangle()
{
v = new Int3(indices[i]-1, indices[i+1]-1, indices[i+2]-1),
});
}
}
return Simplify();
}
private List<Vector3> Simplify()
{
// main iteration loop
int deleted_triangles=0;
List<bool> deleted0 = new List<bool>();
List<bool> deleted1 = new List<bool>();
int triangle_start_count = triangles.Count;
int target_count = (int)(ratio * (float)triangle_start_count);
//int iteration = 0;
//loop(iteration,0,100)
int iteration;
for (iteration = 0; iteration < 9999; iteration++)
{
if (ratio < 1.0f && triangle_start_count-deleted_triangles<=target_count)
break;
if (ratio >= 1.0f || iteration % 5 == 0)
update_mesh(iteration);
// clear dirty flag
for (int i = 0; i < triangles.Count; i++)
triangles[i].dirty=false;
//
// All triangles with edges below the threshold will be removed
//
// The following numbers works well for most models.
// If it does not, try to adjust the 3 parameters
//
//double threshold = 0.001; //1.0E-3 EPS;
double threshold = 1.0E-3;//1.0E-9;
if (ratio < 1.0f)
threshold = 0.000000001 * Math.Pow((double)(iteration+3),agressiveness);
//if (verbose) {
// printf("lossless iteration %d\n", iteration);
//}
// remove vertices & mark deleted triangles
for (int i = 0; i < triangles.Count; i++)
{
Triangle t = triangles[i];
if (t.err[3] > threshold)
{
t = t;
continue;
}
if(t.deleted)
continue;
if(t.dirty)
continue;
for (int j = 0; j < 3; j++)
{
if (t.err[j] > threshold)
continue;
int i0=t.v[ j ];
Vertex v0 = vertices[i0];
int i1=t.v[(j+1)%3];
Vertex v1 = vertices[i1];
// Border check
if(v0.border != v1.border)
continue;
// Compute vertex to collapse to
Vector3 p = new Vector3();
calculate_error(i0,i1,ref p);
deleted0.Resize(v0.tcount); // normals temporarily
deleted1.Resize(v1.tcount); // normals temporarily
// don't remove if flipped
if( flipped(ref p,i0,i1,ref v0,deleted0) )
continue;
if( flipped(ref p,i1,i0,ref v1,deleted1) )
continue;
if ( (t.attr & TriangleAttributes.TEXCOORD) == TriangleAttributes.TEXCOORD )
{
update_uvs(i0,ref v0,ref p,deleted0);
update_uvs(i0,ref v1,ref p,deleted1);
}
// not flipped, so remove edge
v0.p=p;
v0.q=v1.q+v0.q;
int tstart=refs.Count;
update_triangles(i0,ref v0,deleted0,ref deleted_triangles);
update_triangles(i0,ref v1,deleted1,ref deleted_triangles);
int tcount=refs.Count-tstart;
if(tcount<=v0.tcount)
{
// save ram
if (tcount != 0)
{
for (int m = 0; m < tcount; m++)
refs[v0.tstart] = refs[tstart];
}
}
else
// append
v0.tstart=tstart;
v0.tcount=tcount;
break;
}
if (ratio < 1.0f && triangle_start_count-deleted_triangles<=target_count)
break;
}
if (ratio >= 1.0f)
{
if (deleted_triangles <= 0)
break;
deleted_triangles = 0;
}
} //for each iteration
// clean up mesh
compact_mesh();
if (triangles.Count == 0)
return null;
List<Vector3> finalVerts = new List<Vector3>();
foreach (var t in triangles)
{
finalVerts.Add(vertices[t.v[0]].p);
finalVerts.Add(vertices[t.v[1]].p);
finalVerts.Add(vertices[t.v[2]].p);
}
return finalVerts;
}
// Check if a triangle flips when this edge is removed
private bool flipped(ref Vector3 p,int i0,int i1,ref Vertex v0, List<bool> deleted)
{
for (int k = 0; k < v0.tcount; k++)
{
Triangle t = triangles[refs[v0.tstart+k].tid];
if(t.deleted)
continue;
int s=refs[v0.tstart+k].tvertex;
int id1=t.v[(s+1)%3];
int id2=t.v[(s+2)%3];
if(id1==i1 || id2==i1) // delete ?
{
deleted[k]=true;
continue;
}
Vector3 d1 = vertices[id1].p-p; d1.Normalize();
Vector3 d2 = vertices[id2].p-p; d2.Normalize();
if(Mathf.Abs(Vector3.Dot(d1, d2))>0.999) return true;
Vector3 n = Vector3.Cross(d1, d2);
n.Normalize();
deleted[k]=false;
if(Vector3.Dot(n, t.n)<0.2) return true;
}
return false;
}
// update_uvs
private void update_uvs(int i0, ref Vertex v, ref Vector3 p, List<bool> deleted)
{
for (int k = 0; k < v.tcount; k++)
{
Ref r=refs[v.tstart+k];
Triangle t=triangles[r.tid];
if(t.deleted)continue;
if(deleted[k])continue;
Vector3 p1=vertices[t.v[0]].p;
Vector3 p2=vertices[t.v[1]].p;
Vector3 p3=vertices[t.v[2]].p;
//t.uvs[r.tvertex] = interpolate(p,p1,p2,p3,t.uvs);
}
}
// Update triangle connections and edge error after a edge is collapsed
private void update_triangles(int i0,ref Vertex v,List<bool> deleted,ref int deleted_triangles)
{
Vector3 p = new Vector3();
for (int k = 0; k < v.tcount; k++)
{
Ref r=refs[v.tstart+k];
Triangle t=triangles[r.tid];
if(t.deleted)continue;
if(deleted[k])
{
t.deleted=true;
deleted_triangles++;
continue;
}
t.v[r.tvertex]=i0;
t.dirty=true;
t.err[0]=calculate_error(t.v[0],t.v[1],ref p);
t.err[1]=calculate_error(t.v[1],t.v[2],ref p);
t.err[2]=calculate_error(t.v[2],t.v[0],ref p);
t.err[3]=Math.Min(t.err[0],Math.Min(t.err[1],t.err[2]));
triangles[r.tid] = t;
refs.Add(r);
}
}
// compact triangles, compute edge error and build reference list
private void update_mesh(int iteration)
{
if(iteration>0) // compact triangles
{
int dst=0;
for (int i = 0; i < triangles.Count; i++)
if(!triangles[i].deleted)
{
triangles[dst++]=triangles[i];
}
triangles.Resize(dst);
}
//
// Init Quadrics by Plane & Edge Errors
//
// required at the beginning ( iteration == 0 )
// recomputing during the simplification is not required,
// but mostly improves the result for closed meshes
//
if( iteration == 0 )
{
//for (int i = 0; i < vertices.Count; i++)
// vertices[i].q=new SymetricMatrix();//vertices[i].q=Matrix(0.0);
for (int i = 0; i < triangles.Count; i++)
{
Triangle t=triangles[i];
Vector3[] p = new Vector3[3];
for (int j = 0; j<3; j++)
p[j]=vertices[t.v[j]].p;
Vector3 n = Vector3.Cross(p[1]-p[0],p[2]-p[0]);
n.Normalize();
t.n=n;
for (int j = 0; j<3; j++)
vertices[t.v[j]].q = vertices[t.v[j]].q + new SymetricMatrix(n.X,n.Y,n.Z,Vector3.Dot(-n, p[0]));
}
for (int i = 0; i < triangles.Count; i++)
{
// Calc Edge Error
Triangle t=triangles[i];
Vector3 p = new Vector3();
for (int j = 0; j<3; j++) t.err[j]=calculate_error(t.v[j],t.v[(j+1)%3], ref p);
t.err[3]=Math.Min(t.err[0],Math.Min(t.err[1],t.err[2]));
}
}
// Init Reference ID list
for (int i = 0; i < vertices.Count; i++)
{
vertices[i].tstart=0;
vertices[i].tcount=0;
}
for (int i = 0; i < triangles.Count; i++)
{
Triangle t=triangles[i];
for (int j = 0; j<3; j++)
vertices[t.v[j]].tcount++;
}
int tstart=0;
for (int i = 0; i < vertices.Count; i++)
{
Vertex v=vertices[i];
v.tstart=tstart;
tstart+=v.tcount;
v.tcount=0;
}
// Write References
refs.Resize(triangles.Count*3);
for (int i = 0; i < triangles.Count; i++)
{
Triangle t=triangles[i];
for (int j = 0; j<3; j++)
{
Vertex v=vertices[t.v[j]];
refs[v.tstart+v.tcount].tid=i;
refs[v.tstart+v.tcount].tvertex=j;
v.tcount++;
}
}
// Identify boundary : vertices[].border=0,1
if( iteration == 0 )
{
List<int> vcount = new List<int>();
List<int> vids = new List<int>();
for (int i = 0; i < vertices.Count; i++)
vertices[i].border=false;
for (int i = 0; i < vertices.Count; i++)
{
Vertex v=vertices[i];
vcount.Clear();
vids.Clear();
for (int j = 0; j < v.tcount; j++)
{
int kk=refs[v.tstart+j].tid;
Triangle t=triangles[kk];
for (int k = 0; k<3; k++)
{
int ofs=0,id=t.v[k];
while(ofs<vcount.Count)
{
if(vids[ofs]==id)break;
ofs++;
}
if(ofs==vcount.Count)
{
vcount.Add(1);
vids.Add(id);
}
else
++vcount[ofs];
}
}
for (int j = 0; j< vcount.Count; j++) if(vcount[j]==1)
vertices[vids[j]].border=true;
}
}
}
// Finally compact mesh before exiting
private void compact_mesh()
{
int dst=0;
for (int i = 0; i < vertices.Count; i++)
{
vertices[i].tcount=0;
}
for (int i = 0; i < triangles.Count; i++)
if(!triangles[i].deleted)
{
Triangle t=triangles[i];
triangles[dst++]=t;
for (int j = 0; j<3; j++)vertices[t.v[j]].tcount=1;
}
triangles.Resize(dst);
dst=0;
for (int i = 0; i < vertices.Count; i++)
if(vertices[i].tcount != 0)
{
vertices[i].tstart=dst;
vertices[dst].p=vertices[i].p;
dst++;
}
for (int i = 0; i < triangles.Count; i++)
{
Triangle t=triangles[i];
for (int j = 0; j<3; j++)t.v[j]=vertices[t.v[j]].tstart;
}
vertices.Resize(dst);
}
// Error between vertex and Quadric
private double vertex_error(ref SymetricMatrix q, double x, double y, double z)
{
return q[0]*x*x + 2*q[1]*x*y + 2*q[2]*x*z + 2*q[3]*x + q[4]*y*y
+ 2*q[5]*y*z + 2*q[6]*y + q[7]*z*z + 2*q[8]*z + q[9];
}
// Error for one edge
private float calculate_error(int id_v1, int id_v2, ref Vector3 p_result)
{
// compute interpolated vertex
SymetricMatrix q = vertices[id_v1].q + vertices[id_v2].q;
bool border = vertices[id_v1].border && vertices[id_v2].border;
double error=0;
double det = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
if ( det != 0 && !border )
{
// q_delta is invertible
p_result.X = (float)(-1/det*(q.det(1, 2, 3, 4, 5, 6, 5, 7, 8))); // vx = A41/det(q_delta)
p_result.Y = (float)( 1/det*(q.det(0, 2, 3, 1, 5, 6, 2, 7, 8))); // vy = A42/det(q_delta)
p_result.Z = (float)(-1/det*(q.det(0, 1, 3, 1, 4, 6, 2, 5, 8))); // vz = A43/det(q_delta)
error = vertex_error(ref q, p_result.X, p_result.Y, p_result.Z);
}
else
{
// det = 0 -> try to find best result
Vector3 p1=vertices[id_v1].p;
Vector3 p2=vertices[id_v2].p;
Vector3 p3=(p1+p2)*0.5f;
double error1 = vertex_error(ref q, p1.X,p1.Y,p1.Z);
double error2 = vertex_error(ref q, p2.X,p2.Y,p2.Z);
double error3 = vertex_error(ref q, p3.X,p3.Y,p3.Z);
error = Math.Min(error1, Math.Min(error2, error3));
if (error1 == error) p_result=p1;
if (error2 == error) p_result=p2;
if (error3 == error) p_result=p3;
}
return (float)error;
}
}
}

View File

@@ -4,15 +4,9 @@ using System.Diagnostics;
using FlaxEngine; using FlaxEngine;
using System.IO; using System.IO;
using System.Linq; using System.Linq;
using System.Runtime.CompilerServices;
using System.Threading;
using FlaxEngine.Assertions; using FlaxEngine.Assertions;
using FlaxEngine.Utilities;
using Console = Cabrito.Console; using Console = Cabrito.Console;
// TODO: remove coplanar/degenerate faces from the final mesh
// It seems the original algorithm is working but removing degenerate faces does not work
namespace Game namespace Game
{ {
public class BrushGeometry public class BrushGeometry
@@ -26,7 +20,6 @@ namespace Game
public MaterialBase brushMaterial = null; // FIXME: brush can have multiple textures public MaterialBase brushMaterial = null; // FIXME: brush can have multiple textures
} }
public class Q3MapImporter : Script public class Q3MapImporter : Script
{ {
//private string mapPath = @"C:\dev\GoakeFlax\Assets\Maps\cube_q1.map"; //private string mapPath = @"C:\dev\GoakeFlax\Assets\Maps\cube_q1.map";
@@ -40,13 +33,6 @@ namespace Game
Model model; Model model;
public MaterialBase material; public MaterialBase material;
const float epsilon = 0.01f;
static void QuickHull(Vector3[] points, out Vector3[] outVertices) static void QuickHull(Vector3[] points, out Vector3[] outVertices)
{ {
var verts = new List<Vector3>(); var verts = new List<Vector3>();
@@ -66,81 +52,6 @@ namespace Game
outVertices = finalPoints.ToArray(); outVertices = finalPoints.ToArray();
} }
private Color[] planeColors = new Color[]
{
Color.Red,
Color.Orange,
Color.Yellow,
Color.Green,
Color.Cyan,
Color.Blue,
Color.Purple,
Color.Magenta,
};
private int skipPlanes = 0;
private int takePlanes = 5;
private List<Vector3> debugPoints = new List<Vector3>();
private List<Tuple<Vector3, Vector3>> debugNormals = new List<Tuple<Vector3, Vector3>>();
public override void OnDebugDraw()
{
foreach (var cn in debugNormals)
{
DebugDraw.DrawLine(cn.Item1, cn.Item1 + cn.Item2 * 50f, Color.Red, 0f, false);
}
return;
if (root == null)
return;
//foreach (var p in debugPoints)
// DebugDraw.DrawSphere(new BoundingSphere(p, 30f), Color.LightBlue, 0f, false);
foreach (var brush in root.entities[0].brushes.Skip(1).Take(1))
{
int planeI = skipPlanes;
foreach (var plane in brush.planes.Take(takePlanes))
//foreach (var plane in brush.planes)
{
Plane p = new Plane(plane.v1, plane.v2, plane.v3);
Vector3 planeNormal = -p.Normal;
const float w = 300f;
Vector3 p1 = new Vector3(-w, -w, 0f);
Vector3 p2 = new Vector3(w, -w, 0f);
Vector3 p3 = new Vector3(-w, w, 0f);
Vector3 p4 = new Vector3(w, w, 0f);
Vector3 uu = Vector3.Up;
if (Mathf.Abs(Vector3.Dot(planeNormal, uu)) > 0.9999f)
uu = Vector3.Forward;
var q = Quaternion.LookAt(Vector3.Zero, planeNormal, -uu);
p1 = p1 * q;
p2 = p2 * q;
p3 = p3 * q;
p4 = p4 * q;
p1 += p.D * planeNormal;
p2 += p.D * planeNormal;
p3 += p.D * planeNormal;
p4 += p.D * planeNormal;
var color = planeColors[planeI%planeColors.Length] * 0.5f;
DebugDraw.DrawTriangle(p1, p2, p3, color);
DebugDraw.DrawTriangle(p2, p3, p4, color);
planeI++;
}
}
}
private MapEntity root; private MapEntity root;
private static IEnumerable<IEnumerable<T>> DifferentCombinations<T>(IEnumerable<T> elements, int k) private static IEnumerable<IEnumerable<T>> DifferentCombinations<T>(IEnumerable<T> elements, int k)
@@ -246,513 +157,6 @@ namespace Game
vertices = new Vector3[0]; vertices = new Vector3[0];
} }
static public void TriangulateBrush2(MapBrush brush, out Vector3[] vertices)
{
const float cs = 3000f;
Vector3[] cubePoints = new[]
{
new Vector3(-cs, -cs, -cs),
new Vector3(cs, -cs, -cs),
new Vector3(-cs, cs, -cs),
new Vector3(cs, cs, -cs),
new Vector3(-cs, -cs, cs),
new Vector3(cs, -cs, cs),
new Vector3(-cs, cs, cs),
new Vector3(cs, cs, cs),
};
Vector3[] cubeVerts;
QuickHull(cubePoints, out cubeVerts);
List<Vector3> brushVertices = new List<Vector3>(cubeVerts);
foreach (var brushPlane in brush.planes)
{
Plane plane = brushPlane.plane;
List<Vector3> faceVertices = new List<Vector3>();
List<Vector3> clippedVertices = new List<Vector3>();
Func<float, bool> isFront = (f) => f > epsilon;
Func<float, bool> isBack = (f) => f < epsilon;
for (int i = 0; i < brushVertices.Count; i++)
{
int i2 = ((i + 1) % 3 == 0) ? (i - 2) : (i + 1);
Vector3 start = brushVertices[i];
Vector3 end = brushVertices[i2];
var d1 = Plane.DotCoordinate(plane, start);
var d2 = Plane.DotCoordinate(plane, end);
if (isBack(d1))
{
// include the point behind the clipping plane
faceVertices.Add(start);
}
if (isBack(d1) && isFront(d2) || isFront(d1) && isBack(d2))
{
// the cutting plane clips the edge
//if (isFront(d2))
{
Ray ray = new Ray(start, (end - start).Normalized);
Ray ray2 = new Ray(end, (start - end).Normalized);
if (plane.Intersects(ref ray, out Vector3 point) || plane.Intersects(ref ray2, out point))
{
//faceVertices.Add(point);
//clippedVertices.Add(point);
/*
intersect
start __._ (end)
| |/
| /
|/
next
*/
if (isBack(d1) && isFront(d2))
{
// finish the current triangle and start the next one
// [start, intersect, next], [intersect, ...]
faceVertices.Add(point);
if ((faceVertices.Count % 3) == 2)
{
int i3 = ((i2 + 1) % 3 == 0) ? (i2 - 2) : (i2 + 1);
Vector3 next = brushVertices[i3];
faceVertices.Add(next);
}
else
ray = ray;
faceVertices.Add(point);
}
/*
____ (start)
| |/
| * intersect2
|/
end
*/
else if (isFront(d1) && isBack(d2))
{
// continue where we left off
// [intersect, intersect2, ...]
faceVertices.Add(point);
if ((i % 3) == 2)
{
int i3 = ((i2 + 1) % 3 == 0) ? (i2 - 2) : (i2 + 1);
Vector3 next = brushVertices[i3];
faceVertices.Add(next);
}
else
ray = ray;
}
else
ray = ray;
}
else
d1 = d1;
}
}
}
brushVertices.Clear();
brushVertices.AddRange(faceVertices);
Assert.IsTrue(faceVertices.Count % 3 == 0);
/*var newMeshPoints = new List<Vector3>();
int duplis = 0;
foreach (var v in faceVertices)
{
bool found = false;
foreach (var vo in newMeshPoints)
{
if ((v - vo).Length < epsilon)
{
found = true;
duplis++;
break;
}
}
//if (!newMeshPoints.Contains(v))
if (!found)
newMeshPoints.Add(v);
}
if (duplis > 0)
Console.Print("duplicates: " + duplis);
if (newMeshPoints.Count > 0)
{
var tempPoints = newMeshPoints;
newMeshPoints = new List<Vector3>(tempPoints.Count);
foreach (var tp in tempPoints)
{
// Flip Y and Z
newMeshPoints.Add(new Vector3(tp.X, tp.Z, tp.Y));
}
var hullPoints = QuickHull(newMeshPoints.ToArray());
var ms = new MeshSimplifier();
var optimizedVerts = ms.Simplify(hullPoints);
brushVertices.Clear();
brushVertices.AddRange(hullPoints);
}
else
brushVertices.Clear();
*/
}
vertices = brushVertices.ToArray();
}
static public void TriangulateBrush3(MapBrush brush, out Vector3[] vertices)
{
float cs = 4000f;
float maxD = 0f;
float minD = 0f;
foreach (var brushPlane in brush.planes)
{
var p = brushPlane.plane;
minD = Mathf.Min(p.D);
maxD = Mathf.Max(p.D);
}
//cs = maxD*2;
Vector3[] cubePoints = new[]
{
new Vector3(-1, -1, -1) * cs,
new Vector3(1, -1, -1) * cs,
new Vector3(-1, 1, -1) * cs,
new Vector3(1, 1, -1) * cs,
new Vector3(-1, -1, 1) * cs,
new Vector3(1, -1, 1) * cs,
new Vector3(-1, 1, 1) * cs,
new Vector3(1, 1, 1) * cs,
};
Vector3[] cubeVerts;
QuickHull(cubePoints, out cubeVerts);
List<Vector3> brushVertices = new List<Vector3>(cubeVerts);
//foreach (var brushPlane in brush.planes.Skip(skipPlanes).Take(takePlanes))
foreach (var brushPlane in brush.planes)
{
Plane plane = brushPlane.plane;
List<Vector3> faceVertices = new List<Vector3>();
List<Vector3> clippedVertices = new List<Vector3>();
Func<float, bool> isFront = (f) => f > epsilon;
Func<float, bool> isBack = (f) => f < epsilon;
List<Tuple<Vector3, Vector3>> planeEdges = new List<Tuple<Vector3, Vector3>>();
var faceEdges = new List<Tuple<Vector3, Vector3>>();
void ProcessEdges()
{
if (planeEdges.Count > 0)
{
// heal discontinued edges
for (int j = 0; j < planeEdges.Count; j++)
{
var edgePrev = planeEdges[j];
var edgeNext = planeEdges[(j + 1) % planeEdges.Count];
//if (edgePrev.Item2 != edgeNext.Item1)
if ((edgePrev.Item2 - edgeNext.Item1).Length > 0.0001f)
{
var newEdge = new Tuple<Vector3, Vector3>(edgePrev.Item2, edgeNext.Item1);
planeEdges.Insert(j + 1, newEdge);
j--;
}
}
// triangulate edges
/*for (int j = 0; j < edges.Count - 1; j++)
{
var edgePrev = edges[j];
var edgeNext = edges[(j + 1) % edges.Count];
Vector3 v0 = edges[0].Item1;
Vector3 v1 = edgePrev.Item2;
Vector3 v2 = edgeNext.Item2;
faceVertices.Add(v0);
faceVertices.Add(v1);
faceVertices.Add(v2);
}*/
// triangulate clipped face
/*for (int j = 0; j < clippedVertices.Count-1; j++)
{
Vector3 v0 = clippedVertices[0];
Vector3 v1 = edgePrev.Item2;
Vector3 v2 = edgeNext.Item2;
}*/
// TODO: maybe optimize the triangles here instead of using QuickHull
}
else
plane = plane;
faceEdges.AddRange(planeEdges);
planeEdges = new List<Tuple<Vector3, Vector3>>();
//edges.Clear();
}
for (int i = 0; i < brushVertices.Count; i++)
{
if (i > 0 && i % 3 == 0)
ProcessEdges();
int i2 = ((i + 1) % 3 == 0) ? (i - 2) : (i + 1);
Vector3 start = brushVertices[i];
Vector3 end = brushVertices[i2];
var d1 = Plane.DotCoordinate(plane, start);
var d2 = Plane.DotCoordinate(plane, end);
Vector3 edgeStart = start;
Vector3 edgeEnd = end;
if (isBack(d1))
{
edgeStart = start;
}
if (isBack(d1) && isFront(d2) || isFront(d1) && isBack(d2))
{
Ray ray = new Ray(start, (end - start).Normalized);
Ray ray2 = new Ray(end, (start - end).Normalized);
if (plane.Intersects(ref ray, out Vector3 point) || plane.Intersects(ref ray2, out point))
{
edgeEnd = point;
clippedVertices.Add(point);
if (isFront(d1))
{
edgeStart = edgeEnd;
edgeEnd = end;
}
}
}
if (isFront(d1) && isFront(d2))
continue;
var abs = Mathf.Abs((edgeEnd-edgeStart).Length);
if (abs < 0.000001f)
{
abs = abs;
//continue;
}
Tuple<Vector3, Vector3> edge = new Tuple<Vector3, Vector3>(edgeStart, edgeEnd);
planeEdges.Add(edge);
}
ProcessEdges();
if (true)
{
// triangulate edges
faceVertices.Clear();
//foreach (var edges in faceEdges)
{
// merge same points in edges
for (int j = 0; j < faceEdges.Count; j++)
{
Vector3 v0 = faceEdges[j].Item1;
Vector3 v1 = faceEdges[j].Item2;
var edgeNext = faceEdges[(j + 1) % faceEdges.Count];
Vector3 v2 = edgeNext.Item1;
Vector3 v3 = edgeNext.Item2;
var dot = Vector3.Dot(v1.Normalized, v2.Normalized);
if (v1 != v2 && dot > 0.9999999f)
{
v1 = v1;
//faceEdges[(j + 1) % faceEdges.Count] = new Tuple<Vector3, Vector3>(v1, v3);
}
}
List<Tuple<Vector3, Vector3>> newEdges = new List<Tuple<Vector3, Vector3>>();
for (int j = 0; j < faceEdges.Count; j++)
{
Vector3 v0 = faceEdges[j].Item1;
Vector3 v1 = faceEdges[j].Item2;
var abs = Mathf.Abs((v1-v0).Length);
if (abs < 0.000001f)
{
v1 = v1;
//continue;
}
Tuple<Vector3, Vector3> newEdge = new Tuple<Vector3, Vector3>(v0, v1);
while (true)
{
var edgeNext = faceEdges[(j + 1) % faceEdges.Count];
Vector3 v2 = edgeNext.Item1;
Vector3 v3 = edgeNext.Item2;
//var dot = Vector3.Dot((v3 - v0).Normalized, (v1 - v0).Normalized);
/*var dot = Vector3.Dot((v3 - v2).Normalized, (v1 - v0).Normalized);
if (dot > 0.9f)
{
newEdge = new Tuple<Vector3, Vector3>(v0, v3);
j++;
}
else*/
break;
/*var dot = Vector3.Dot((v3 - v2).Normalized, (v1 - v0).Normalized);
if (dot > 0.9f)
{
newEdge = new Tuple<Vector3, Vector3>(v0, v3);
j++;
}
else
break;*/
}
newEdges.Add(newEdge);
}
for (int j = 0; j < newEdges.Count - 1; j++)
{
var edgePrev = newEdges[j];
var edgeNext = newEdges[(j + 1) % newEdges.Count];
Vector3 v0 = newEdges[0].Item1;
Vector3 v1 = edgePrev.Item2;
Vector3 v2 = edgeNext.Item2;
faceVertices.Add(v0);
faceVertices.Add(v1);
faceVertices.Add(v2);
}
}
}
List<Vector3> uniqPoints = new List<Vector3>();
foreach (var v in faceVertices)
{
bool found = false;
foreach (var v2 in uniqPoints)
{
if ((v - v2).Length < 0.01f)
{
found = true;
break;
}
}
if (!found)
uniqPoints.Add(v);
//uniqPoints.Add(new Vector3((float)Math.Round(v.X, 3), (float)Math.Round(v.Y, 3), (float)Math.Round(v.Z, 3)));
}
//debugPoints = new List<Vector3>(uniqPoints);
Vector3[] hullPoints;
QuickHull(uniqPoints.ToArray(), out hullPoints);
var hullVerts = new MeshSimplifier().Simplify(hullPoints);
if (false)
{
// create edges from clipped points
var clippedEdges = new List<Tuple<Vector3, Vector3>>();
//foreach (var e in edges)
// newEdges.Add(new Tuple<Vector3, Vector3>(e.Item1, e.Item2));
for (int i = 0; i < clippedVertices.Count; i++)
{
int i2 = (i + 1) % clippedVertices.Count;
Vector3 start = clippedVertices[i];
Vector3 end = clippedVertices[i2];
while (i < clippedVertices.Count)
{
int i3 = (i + 2) % clippedVertices.Count;
Vector3 end2 = clippedVertices[i3];
var edgeDirection = (end - start).Normalized;
var edgeDirection2 = (end2 - start).Normalized;
if ((edgeDirection2 - edgeDirection).Length < 0.0001f)
{
end = end2;
i++;
}
else
break;
}
clippedEdges.Add(new Tuple<Vector3, Vector3>(start, end));
}
// triangulate edges
for (int j = 0; j < clippedEdges.Count; j++)
{
var edgePrev = clippedEdges[j];
var edgeNext = clippedEdges[(j + 1) % clippedEdges.Count];
Vector3 v0 = clippedEdges[0].Item1;
Vector3 v1 = edgePrev.Item2;
Vector3 v2 = edgeNext.Item2;
faceVertices.Add(v0);
faceVertices.Add(v1);
faceVertices.Add(v2);
}
}
if (true)
{
uniqPoints = uniqPoints;
hullVerts = hullVerts;
hullPoints = hullPoints;
faceVertices = faceVertices;
var optimizedVerts = hullVerts;//new MeshSimplifier().Simplify(faceVertices.ToArray());
brushVertices.Clear();
brushVertices.AddRange(optimizedVerts);
}
else
{
//debugPoints = new List<Vector3>(faceVertices);
//var hullPoints = faceVertices;
var ms = new MeshSimplifier();
var optimizedVerts = hullPoints; //ms.Simplify(hullPoints);
brushVertices.Clear();
brushVertices.AddRange(optimizedVerts);
}
}
vertices = brushVertices.ToArray();
}
public override void OnStart() public override void OnStart()
{ {
byte[] mapChars = File.ReadAllBytes(mapPath); byte[] mapChars = File.ReadAllBytes(mapPath);
@@ -766,7 +170,6 @@ namespace Game
bool oneMesh = false; bool oneMesh = false;
bool convexMesh = true; bool convexMesh = true;
if (!oneMesh) if (!oneMesh)
{ {
Dictionary<string, MaterialBase> materials = null; Dictionary<string, MaterialBase> materials = null;
@@ -775,7 +178,6 @@ namespace Game
List<BrushGeometry> brushGeometries = new List<BrushGeometry>(root.entities[0].brushes.Count); List<BrushGeometry> brushGeometries = new List<BrushGeometry>(root.entities[0].brushes.Count);
// pass 1: triangulation // pass 1: triangulation
sw.Restart(); sw.Restart();
int brushIndex = 0; int brushIndex = 0;
@@ -947,40 +349,7 @@ namespace Game
geom.model.SetupLODs(new int[] { 1 }); geom.model.SetupLODs(new int[] { 1 });
geom.model.LODs[0].Meshes[0].UpdateMesh(geom.vertices, geom.indices, geom.normals, geom.model.LODs[0].Meshes[0].UpdateMesh(geom.vertices, geom.indices, geom.normals,
null, geom.uvs); null, geom.uvs);
/*
StaticModel childModel = Actor.AddChild<StaticModel>();
childModel.Name = "Brush_" + brushIndex;
childModel.Model = geom.model;
childModel.SetMaterial(0, geom.brushMaterial);
childModel.Parent = mapRootActor;
CollisionData collisionData = Content.CreateVirtualAsset<CollisionData>();
if (collisionData.CookCollision(convexMesh ? CollisionDataType.ConvexMesh : CollisionDataType.TriangleMesh, geom.vertices.ToArray(),
geom.indices.ToArray()))
{
bool failed = true;
if (convexMesh)
{
// fallback to triangle mesh
failed = collisionData.CookCollision(CollisionDataType.TriangleMesh,
geom.vertices.ToArray(),
geom.indices.ToArray());
if (!failed)
Console.PrintWarning("Hull brush " + brushIndex.ToString() + " is not convex");
}
if (failed)
throw new Exception("failed to cook final collision");
}
var meshCollider = childModel.AddChild<MeshCollider>();
meshCollider.CollisionData = collisionData;
*/
} }
//brushGeometries.Add(geom);
} }
sw.Stop(); sw.Stop();
Console.Print("Pass 2: texturing: " + sw.Elapsed.TotalMilliseconds + "ms"); Console.Print("Pass 2: texturing: " + sw.Elapsed.TotalMilliseconds + "ms");
@@ -1032,7 +401,7 @@ namespace Game
{ {
try try
{ {
TriangulateBrush3(brush, out Vector3[] brushVertices); TriangulateBrush(brush, out Vector3[] brushVertices);
Vector2[] brushUvs = new Vector2[brushVertices.Length]; Vector2[] brushUvs = new Vector2[brushVertices.Length];
Vector3[] brushNormals = new Vector3[brushVertices.Length]; Vector3[] brushNormals = new Vector3[brushVertices.Length];
@@ -1159,20 +528,6 @@ namespace Game
} }
} }
public override void OnEnable()
{
// Here you can add code that needs to be called when script is enabled (eg. register for events)
}
public override void OnDisable()
{
// Here you can add code that needs to be called when script is disabled (eg. unregister from events)
}
public override void OnUpdate()
{
}
public override void OnDestroy() public override void OnDestroy()
{ {
Destroy(ref model); Destroy(ref model);

View File

@@ -1,61 +0,0 @@
using System;
using System.Collections.Generic;
using FlaxEngine;
namespace Game
{
[ExecuteInEditMode]
public class QBrush : Script
{
Model model;
public MaterialBase material;
public override void OnAwake()
{
model = Content.CreateVirtualAsset<Model>();
model.SetupLODs(new int[] {1});
{
var mesh = model.LODs[0].Meshes[0];
const float X = 0.525731112119133606f * 100f;
const float Z = 0.850650808352039932f * 100f;
const float N = 0.0f;
var vertices = new[]
{
new Vector3(-X, N, Z),
new Vector3(X, N, Z),
new Vector3(-X, N, -Z),
new Vector3(X, N, -Z),
new Vector3(N, Z, X),
new Vector3(N, Z, -X),
new Vector3(N, -Z, X),
new Vector3(N, -Z, -X),
new Vector3(Z, X, N),
new Vector3(-Z, X, N),
new Vector3(Z, -X, N),
new Vector3(-Z, -X, N)
};
var triangles = new[]
{
1, 4, 0, 4, 9, 0, 4, 5, 9, 8, 5, 4,
1, 8, 4, 1, 10, 8, 10, 3, 8, 8, 3, 5,
3, 2, 5, 3, 7, 2, 3, 10, 7, 10, 6, 7,
6, 11, 7, 6, 0, 11, 6, 1, 0, 10, 1, 6,
11, 0, 9, 2, 11, 9, 5, 2, 9, 11, 2, 7
};
mesh.UpdateMesh(vertices, triangles, vertices);
}
StaticModel childModel = Actor.GetOrAddChild<StaticModel>();
childModel.Model = model;
childModel.SetMaterial(0, material);
}
public override void OnDestroy()
{
Destroy(ref model);
}
}
}

View File

@@ -19,7 +19,6 @@ namespace GoakeTests.MapParser
[SetUp] [SetUp]
public void Setup() public void Setup()
{ {
dm4Bytes = File.ReadAllBytes(@"C:\dev\GoakeFlax\Assets\Maps\dm4.map"); dm4Bytes = File.ReadAllBytes(@"C:\dev\GoakeFlax\Assets\Maps\dm4.map");
aerowalkBytes = File.ReadAllBytes(@"C:\dev\Goake\maps\aerowalk\aerowalk.map"); aerowalkBytes = File.ReadAllBytes(@"C:\dev\Goake\maps\aerowalk\aerowalk.map");
@@ -99,33 +98,6 @@ namespace GoakeTests.MapParser
// warmup? // warmup?
//var roott = Game.MapParser.Parse(aerowalkBytes); //var roott = Game.MapParser.Parse(aerowalkBytes);
List<Game.MapEntity> mapEntities = new List<Game.MapEntity>(100);
aerowalkRoot = Game.MapParser.Parse(aerowalkBytes);
Stopwatch sw = Stopwatch.StartNew();
for (int i = 0; i < 1; i++)
{
foreach (var ent in aerowalkRoot.entities)
foreach (var brush in ent.brushes)
{
Q3MapImporter.TriangulateBrush3(brush, out Vector3[] verts);
Assert.IsTrue(verts.Length > 0);
}
}
sw.Stop();
var elapsedMs = sw.Elapsed.TotalMilliseconds;
TestContext.Out.WriteLine("Triangulation time: " + elapsedMs + "ms");
}
[Test]
public void Perf_TriangulateAerowalk2()
{
// warmup?
//var roott = Game.MapParser.Parse(aerowalkBytes);
List<Game.MapEntity> mapEntities = new List<Game.MapEntity>(100); List<Game.MapEntity> mapEntities = new List<Game.MapEntity>(100);
aerowalkRoot = Game.MapParser.Parse(aerowalkBytes); aerowalkRoot = Game.MapParser.Parse(aerowalkBytes);
/*for (int i = 0; i < 1; i++) /*for (int i = 0; i < 1; i++)
@@ -172,7 +144,7 @@ namespace GoakeTests.MapParser
foreach (var ent in root.entities) foreach (var ent in root.entities)
foreach (var brush in ent.brushes) foreach (var brush in ent.brushes)
{ {
Q3MapImporter.TriangulateBrush3(brush, out Vector3[] verts); Q3MapImporter.TriangulateBrush(brush, out Vector3[] verts);
Assert.IsTrue(verts.Length > 0); Assert.IsTrue(verts.Length > 0);
} }
} }