Expose TriangleMesh api functions wrapped for scripting

Adds script wrapped TriangleMesh api functions to create and query the triangle BVH tree.
This commit is contained in:
smix8 2025-03-25 19:43:15 +01:00
parent c7ea8614d7
commit f2197a1013
5 changed files with 250 additions and 12 deletions

View File

@ -182,7 +182,11 @@ void TriangleMesh::create(const Vector<Vector3> &p_faces, const Vector<int32_t>
valid = true;
}
bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index) const {
bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index, int32_t *r_face_index) const {
if (!valid) {
return false;
}
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
enum {
@ -234,6 +238,9 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en
if (r_surf_index) {
*r_surf_index = s.surface_index;
}
if (r_face_index) {
*r_face_index = b.face_index;
}
inters = true;
}
}
@ -283,7 +290,11 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en
return inters;
}
bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index) const {
bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index, int32_t *r_face_index) const {
if (!valid) {
return false;
}
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
enum {
@ -335,6 +346,9 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V
if (r_surf_index) {
*r_surf_index = s.surface_index;
}
if (r_face_index) {
*r_face_index = b.face_index;
}
inters = true;
}
}
@ -385,6 +399,10 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V
}
bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, Vector3 p_scale) const {
if (!valid) {
return false;
}
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
enum {
@ -503,6 +521,85 @@ Vector<Face3> TriangleMesh::get_faces() const {
return faces;
}
bool TriangleMesh::create_from_faces(const Vector<Vector3> &p_faces) {
create(p_faces);
return is_valid();
}
Dictionary TriangleMesh::intersect_segment_scriptwrap(const Vector3 &p_begin, const Vector3 &p_end) const {
if (!valid) {
return Dictionary();
}
Vector3 r_point;
Vector3 r_normal;
int32_t r_face_index = -1;
bool intersected = intersect_segment(p_begin, p_end, r_point, r_normal, nullptr, &r_face_index);
if (!intersected) {
return Dictionary();
}
Dictionary result;
result["position"] = r_point;
result["normal"] = r_normal;
result["face_index"] = r_face_index;
return result;
}
Dictionary TriangleMesh::intersect_ray_scriptwrap(const Vector3 &p_begin, const Vector3 &p_dir) const {
if (!valid) {
return Dictionary();
}
Vector3 r_point;
Vector3 r_normal;
int32_t r_face_index = -1;
bool intersected = intersect_ray(p_begin, p_dir, r_point, r_normal, nullptr, &r_face_index);
if (!intersected) {
return Dictionary();
}
Dictionary result;
result["position"] = r_point;
result["normal"] = r_normal;
result["face_index"] = r_face_index;
return result;
}
Vector<Vector3> TriangleMesh::get_faces_scriptwrap() const {
if (!valid) {
return Vector<Vector3>();
}
Vector<Vector3> faces;
int ts = triangles.size();
faces.resize(triangles.size() * 3);
Vector3 *w = faces.ptrw();
const Triangle *r = triangles.ptr();
const Vector3 *rv = vertices.ptr();
for (int i = 0; i < ts; i++) {
for (int j = 0; j < 3; j++) {
w[i * 3 + j] = rv[r[i].indices[j]];
}
}
return faces;
}
void TriangleMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("create_from_faces", "faces"), &TriangleMesh::create_from_faces);
ClassDB::bind_method(D_METHOD("get_faces"), &TriangleMesh::get_faces_scriptwrap);
ClassDB::bind_method(D_METHOD("intersect_segment", "begin", "end"), &TriangleMesh::intersect_segment_scriptwrap);
ClassDB::bind_method(D_METHOD("intersect_ray", "begin", "dir"), &TriangleMesh::intersect_ray_scriptwrap);
}
TriangleMesh::TriangleMesh() {
valid = false;
max_depth = 0;

View File

@ -40,9 +40,12 @@ public:
struct Triangle {
Vector3 normal;
int indices[3];
int32_t surface_index;
int32_t surface_index = 0;
};
protected:
static void _bind_methods();
private:
Vector<Triangle> triangles;
Vector<Vector3> vertices;
@ -50,10 +53,10 @@ private:
struct BVH {
AABB aabb;
Vector3 center; //used for sorting
int left;
int right;
int left = -1;
int right = -1;
int face_index;
int32_t face_index = -1;
};
struct BVHCmpX {
@ -76,13 +79,13 @@ private:
int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
Vector<BVH> bvh;
int max_depth;
bool valid;
int max_depth = 0;
bool valid = false;
public:
bool is_valid() const;
bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr) const;
bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr) const;
bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr, int32_t *r_face_index = nullptr) const;
bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr, int32_t *r_face_index = nullptr) const;
bool inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, Vector3 p_scale = Vector3(1, 1, 1)) const;
Vector<Face3> get_faces() const;
@ -91,5 +94,13 @@ public:
void get_indices(Vector<int> *r_triangles_indices) const;
void create(const Vector<Vector3> &p_faces, const Vector<int32_t> &p_surface_indices = Vector<int32_t>());
// Wrapped functions for compatibility with method bindings
// and user exposed script api that can't use more native types.
bool create_from_faces(const Vector<Vector3> &p_faces);
Dictionary intersect_segment_scriptwrap(const Vector3 &p_begin, const Vector3 &p_end) const;
Dictionary intersect_ray_scriptwrap(const Vector3 &p_begin, const Vector3 &p_dir) const;
Vector<Vector3> get_faces_scriptwrap() const;
TriangleMesh();
};

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@ -1,11 +1,58 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="TriangleMesh" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Internal mesh type.
Triangle geometry for efficient, physicsless intersection queries.
</brief_description>
<description>
Mesh type used internally for collision calculations.
Creates a bounding volume hierarchy (BVH) tree structure around triangle geometry.
The triangle BVH tree can be used for efficient intersection queries without involving a physics engine.
For example, this can be used in editor tools to select objects with complex shapes based on the mouse cursor position.
[b]Performance:[/b] Creating the BVH tree for complex geometry is a slow process and best done in a background thread.
</description>
<tutorials>
</tutorials>
<methods>
<method name="create_from_faces">
<return type="bool" />
<param index="0" name="faces" type="PackedVector3Array" />
<description>
Creates the BVH tree from an array of faces. Each 3 vertices of the input [param faces] array represent one triangle (face).
Returns [code]true[/code] if the tree is successfully built, [code]false[/code] otherwise.
</description>
</method>
<method name="get_faces" qualifiers="const">
<return type="PackedVector3Array" />
<description>
Returns a copy of the geometry faces. Each 3 vertices of the array represent one triangle (face).
</description>
</method>
<method name="intersect_ray" qualifiers="const">
<return type="Dictionary" />
<param index="0" name="begin" type="Vector3" />
<param index="1" name="dir" type="Vector3" />
<description>
Tests for intersection with a ray starting at [param begin] and facing [param dir] and extending toward infinity.
If an intersection with a triangle happens, returns a [Dictionary] with the following fields:
[code]position[/code]: The position on the intersected triangle.
[code]normal[/code]: The normal of the intersected triangle.
[code]face_index[/code]: The index of the intersected triangle.
Returns an empty [Dictionary] if no intersection happens.
See also [method intersect_segment], which is similar but uses a finite-length segment.
</description>
</method>
<method name="intersect_segment" qualifiers="const">
<return type="Dictionary" />
<param index="0" name="begin" type="Vector3" />
<param index="1" name="end" type="Vector3" />
<description>
Tests for intersection with a segment going from [param begin] to [param end].
If an intersection with a triangle happens returns a [Dictionary] with the following fields:
[code]position[/code]: The position on the intersected triangle.
[code]normal[/code]: The normal of the intersected triangle.
[code]face_index[/code]: The index of the intersected triangle.
Returns an empty [Dictionary] if no intersection happens.
See also [method intersect_ray], which is similar but uses an infinite-length ray.
</description>
</method>
</methods>
</class>

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@ -0,0 +1,82 @@
/**************************************************************************/
/* test_triangle_mesh.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/triangle_mesh.h"
#include "scene/resources/3d/primitive_meshes.h"
#include "tests/test_macros.h"
namespace TestTriangleMesh {
TEST_CASE("[SceneTree][TriangleMesh] BVH creation and intersection") {
Ref<BoxMesh> box_mesh;
box_mesh.instantiate();
const Vector<Face3> faces = box_mesh->get_faces();
Ref<TriangleMesh> triangle_mesh;
triangle_mesh.instantiate();
CHECK(triangle_mesh->create_from_faces(Variant(faces)));
const Vector3 begin = Vector3(0.0, 2.0, 0.0);
const Vector3 end = Vector3(0.0, -2.0, 0.0);
{
Vector3 point;
Vector3 normal;
int32_t *surf_index = nullptr;
int32_t face_index = -1;
const bool has_result = triangle_mesh->intersect_segment(begin, end, point, normal, surf_index, &face_index);
CHECK(has_result);
CHECK(point.is_equal_approx(Vector3(0.0, 0.5, 0.0)));
CHECK(normal.is_equal_approx(Vector3(0.0, 1.0, 0.0)));
CHECK(surf_index == nullptr);
REQUIRE(face_index != -1);
CHECK(face_index == 8);
}
{
Vector3 dir = begin.direction_to(end);
Vector3 point;
Vector3 normal;
int32_t *surf_index = nullptr;
int32_t face_index = -1;
const bool has_result = triangle_mesh->intersect_ray(begin, dir, point, normal, surf_index, &face_index);
CHECK(has_result);
CHECK(point.is_equal_approx(Vector3(0.0, 0.5, 0.0)));
CHECK(normal.is_equal_approx(Vector3(0.0, 1.0, 0.0)));
CHECK(surf_index == nullptr);
REQUIRE(face_index != -1);
CHECK(face_index == 8);
}
}
} // namespace TestTriangleMesh

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@ -161,6 +161,7 @@
#endif // ADVANCED_GUI_DISABLED
#ifndef _3D_DISABLED
#include "tests/core/math/test_triangle_mesh.h"
#include "tests/scene/test_arraymesh.h"
#include "tests/scene/test_camera_3d.h"
#include "tests/scene/test_gltf_document.h"