959e80cf72
assets upload description.
127 lines
4.9 KiB
C#
127 lines
4.9 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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namespace AwesomeTechnologies.Utility.BVHTree
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{
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public class BVH
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{
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public static int MaxPrimsCountPerNode = 1; // NOTE : do not change as BVH raycast will not work with more than 1 primitive per leaf node
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public static BVHNode Bvh;
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public static List<ObjectData> Objects;
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public static float Progress;
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/// <summary>
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/// Build the primitives to all selected objects to be used in the BVH
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/// </summary>
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public static void Build(ref List<ObjectData> allObjects, out List<BVHNode> nodes, out List<BVHTriangle> tris, out List<BVHTriangle> finalPrims)
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{
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// Current primitive id
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int pID = 0;
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// These buffers are disposed in the Main script from which this method is called
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nodes = new List<BVHNode>();
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tris = new List<BVHTriangle>();
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finalPrims = new List<BVHTriangle>();
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// Iterate thourgh all objects and create primitives using object's triangles
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foreach (ObjectData o in allObjects)
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{
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if (!o.IsValid)
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{
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continue;
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}
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// Using the mesh verts and the tris from each submesh,
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// we can build the lumes separately for each submesh
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for (int i = 0; i < o.Indices.Length; i += 3)
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{
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int trID0 = o.Indices[i + 0];
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int trID1 = o.Indices[i + 1];
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int trID2 = o.Indices[i + 2];
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Vector3 v0 = o.VerticeList[trID0];
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Vector3 v1 = o.VerticeList[trID1];
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Vector3 v2 = o.VerticeList[trID2];
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Vector3 n0 = o.HasNormals ? o.NormalList[trID0] : Vector3.zero;
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Vector3 n1 = o.HasNormals ? o.NormalList[trID1] : Vector3.zero;
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Vector3 n2 = o.HasNormals ? o.NormalList[trID2] : Vector3.zero;
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// You have to add the check for excluding back face trinagles here
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// Backfacing triangles skip
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Vector3 n = Vector3.Cross((v1 - v0).normalized, (v2 - v0).normalized).normalized;
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// Backfacing check
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if (Vector3.Dot(Vector3.up, n) >= 0f)
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{
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tris.Add(new BVHTriangle( v0, v1, v2,
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n0, n1, n2,
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pID++,o.TerrainSourceID));
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}
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}
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}
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// Creating (Building) the bvh
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Bvh = new BVHNode(tris, nodes, ref finalPrims);
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}
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/// <summary>
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/// Stores the flattened data to lists of structs - nodes and triangles
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/// </summary>
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/// <param name="nodes"></param>
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/// <param name="prims"></param>
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/// <param name="lNodes"></param>
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/// <param name="lPrims"></param>
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public static void BuildLbvhData(List<BVHNode> nodes, List<BVHTriangle> prims, out List<LBVHNODE> lNodes, out List<LBVHTriangle> lPrims)
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{
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lPrims = new List<LBVHTriangle>();
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lNodes = new List<LBVHNODE>();
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for (int pID = 0; pID < prims.Count; pID++)
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{
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var tr = prims[pID];
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lPrims.Add(new LBVHTriangle(tr.V0, tr.V1, tr.V2, tr.N,tr.TerrainSourceID));
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}
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for (int i = 0; i < nodes.Count; i++)
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{
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lNodes.Add(new LBVHNODE(nodes[i]));
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}
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}
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public static bool OverlapBbox(Vector3 aMin, Vector3 aMax, Vector3 bMin, Vector3 bMax)
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{
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if (aMax.x < bMin.x || aMin.x > bMax.x) return false;
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if (aMax.y < bMin.y || aMin.y > bMax.y) return false;
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if (aMax.z < bMin.z || aMin.z > bMax.z) return false;
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// We have an overlap
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return true;
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}
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public static bool CalculateCellSize(int nodeID, List<LBVHNODE> nodes, ref Vector3 cellMinExtended, ref Vector3 cellMaxExtended, ref Vector3 cellMin, ref Vector3 cellMax)
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{
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if (nodes[nodeID].IsLeaf == 1)
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{
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Vector3 nodeMin = nodes[nodeID].BMin;
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Vector3 nodeMax = nodes[nodeID].BMax;
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if (OverlapBbox(cellMinExtended, cellMaxExtended, nodeMin, nodeMax))
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{
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if (nodeMin.y < cellMin.y) cellMin.y = nodeMin.y;
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if (nodeMax.y > cellMax.y) cellMax.y = nodeMax.y;
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}
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}
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else
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{
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CalculateCellSize(nodes[nodeID].LChildID, nodes, ref cellMinExtended, ref cellMaxExtended, ref cellMin, ref cellMax);
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CalculateCellSize(nodes[nodeID].RChildID, nodes, ref cellMinExtended, ref cellMaxExtended, ref cellMin, ref cellMax);
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}
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return true;
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}
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}
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} |