use crate::geometry::{PointProjection, Ray, RayIntersection, Triangle, WQuadtree}; use crate::math::{Isometry, Point}; use na::Point3; use ncollide::bounding_volume::{HasBoundingVolume, AABB}; use ncollide::query::{PointQuery, RayCast}; use ncollide::shape::FeatureId; #[derive(Clone)] #[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))] /// A triangle mesh. pub struct Trimesh { wquadtree: WQuadtree, aabb: AABB, vertices: Vec>, indices: Vec>, } impl Trimesh { /// Creates a new triangle mesh from a vertex buffer and an index buffer. pub fn new(vertices: Vec>, indices: Vec>) -> Self { assert!( vertices.len() > 1, "A triangle mesh must contain at least one point." ); assert!( indices.len() > 1, "A triangle mesh must contain at least one triangle." ); let aabb = AABB::from_points(&vertices); let data = indices.iter().enumerate().map(|(i, idx)| { let aabb = Triangle::new( vertices[idx[0] as usize], vertices[idx[1] as usize], vertices[idx[2] as usize], ) .local_bounding_volume(); (i, aabb) }); let mut wquadtree = WQuadtree::new(); // NOTE: we apply no dilation factor because we won't // update this tree dynamically. wquadtree.clear_and_rebuild(data, 0.0); Self { wquadtree, aabb, vertices, indices, } } /// Compute the axis-aligned bounding box of this triangle mesh. pub fn aabb(&self, pos: &Isometry) -> AABB { self.aabb.transform_by(pos) } pub(crate) fn waabbs(&self) -> &WQuadtree { &self.wquadtree } /// The number of triangles forming this mesh. pub fn num_triangles(&self) -> usize { self.indices.len() } /// An iterator through all the triangles of this mesh. pub fn triangles(&self) -> impl Iterator + '_ { self.indices.iter().map(move |ids| { Triangle::new( self.vertices[ids.x as usize], self.vertices[ids.y as usize], self.vertices[ids.z as usize], ) }) } /// Get the `i`-th triangle of this mesh. pub fn triangle(&self, i: usize) -> Triangle { let idx = self.indices[i]; Triangle::new( self.vertices[idx.x as usize], self.vertices[idx.y as usize], self.vertices[idx.z as usize], ) } /// The vertex buffer of this mesh. pub fn vertices(&self) -> &[Point] { &self.vertices[..] } /// The index buffer of this mesh. pub fn indices(&self) -> &[Point3] { &self.indices } /// A flat view of the index buffer of this mesh. pub fn flat_indices(&self) -> &[u32] { unsafe { let len = self.indices.len() * 3; let data = self.indices.as_ptr() as *const u32; std::slice::from_raw_parts(data, len) } } } impl PointQuery for Trimesh { fn project_point(&self, _m: &Isometry, _pt: &Point, _solid: bool) -> PointProjection { // TODO unimplemented!() } fn project_point_with_feature( &self, _m: &Isometry, _pt: &Point, ) -> (PointProjection, FeatureId) { // TODO unimplemented!() } } #[cfg(feature = "dim2")] impl RayCast for Trimesh { fn toi_and_normal_with_ray( &self, _m: &Isometry, _ray: &Ray, _max_toi: f32, _solid: bool, ) -> Option { // TODO None } fn intersects_ray(&self, _m: &Isometry, _ray: &Ray, _max_toi: f32) -> bool { // TODO false } } #[cfg(feature = "dim3")] impl RayCast for Trimesh { fn toi_and_normal_with_ray( &self, m: &Isometry, ray: &Ray, max_toi: f32, solid: bool, ) -> Option { // FIXME: do a best-first search. let mut intersections = Vec::new(); let ls_ray = ray.inverse_transform_by(m); self.wquadtree .cast_ray(&ls_ray, max_toi, &mut intersections); let mut best: Option = None; for inter in intersections { let tri = self.triangle(inter); if let Some(inter) = tri.toi_and_normal_with_ray(m, ray, max_toi, solid) { if let Some(curr) = &mut best { if curr.toi > inter.toi { *curr = inter; } } else { best = Some(inter); } } } best } fn intersects_ray(&self, m: &Isometry, ray: &Ray, max_toi: f32) -> bool { // FIXME: do a best-first search. let mut intersections = Vec::new(); let ls_ray = ray.inverse_transform_by(m); self.wquadtree .cast_ray(&ls_ray, max_toi, &mut intersections); for inter in intersections { let tri = self.triangle(inter); if tri.intersects_ray(m, ray, max_toi) { return true; } } false } }