#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; class RaycastMesh { public: virtual bool raycast(const RmReal *from,const RmReal *to,RmReal *hitLocation,RmReal *hitNormal,RmReal *hitDistance) = 0; virtual bool bruteForceRaycast(const RmReal *from,const RmReal *to,RmReal *hitLocation,RmReal *hitNormal,RmReal *hitDistance) = 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, ... 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 RaycastMesh* loadRaycastMesh(std::vector& rm_buffer, bool& load_success); void serializeRaycastMesh(RaycastMesh* rm, std::vector& rm_buffer); #endif /*USE_MAP_MMFS*/ #endif