Optimised OtS_VoxelMesh_Converter

This commit is contained in:
Lucas Dower 2023-10-21 12:43:53 +01:00
parent 43962b1719
commit 0f543d809d

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@ -7,8 +7,6 @@ import { Axes, Ray, rayIntersectTriangle } from './ray';
import { Bounds } from './bounds'; import { Bounds } from './bounds';
import { RGBA, RGBAColours, RGBAUtil } from './colour'; import { RGBA, RGBAColours, RGBAUtil } from './colour';
import { OtS_Mesh, OtS_Triangle } from './ots_mesh'; import { OtS_Mesh, OtS_Triangle } from './ots_mesh';
import { ASSERT } from './util/error_util';
import { OtS_Texture } from './ots_texture';
import { UV } from './util'; import { UV } from './util';
export type OtS_VoxelMesh_ConverterConfig = { export type OtS_VoxelMesh_ConverterConfig = {
@ -20,10 +18,6 @@ export type OtS_VoxelMesh_ConverterConfig = {
export class OtS_VoxelMesh_Converter { export class OtS_VoxelMesh_Converter {
private _config: OtS_VoxelMesh_ConverterConfig; private _config: OtS_VoxelMesh_ConverterConfig;
private _rays: LinearAllocator<Ray>;
// Reused Bounds object in calculations to avoid GC
private _tmpBounds: Bounds;
public constructor() { public constructor() {
this._config = { this._config = {
@ -32,13 +26,6 @@ export class OtS_VoxelMesh_Converter {
multisampling: true, multisampling: true,
replaceMode: 'average', replaceMode: 'average',
}; };
this._rays = new LinearAllocator<Ray>(() => {
const ray: Ray = { origin: new Vector3(0, 0, 0), axis: Axes.x };
return ray;
});
this._tmpBounds = Bounds.getEmptyBounds();
} }
/** /**
@ -64,40 +51,59 @@ export class OtS_VoxelMesh_Converter {
normalisedMesh.translate(offset.x, offset.y, offset.z); normalisedMesh.translate(offset.x, offset.y, offset.z);
for (const triangle of normalisedMesh.getTriangles()) { for (const triangle of normalisedMesh.getTriangles()) {
this._voxeliseTri(mesh, voxelMesh, triangle); this._handleTriangle(triangle, voxelMesh);
} }
return voxelMesh; return voxelMesh;
} }
private _voxeliseTri(mesh: OtS_Mesh, voxelMesh: OtS_VoxelMesh, triangle: OtS_Triangle) { private _handleTriangle(triangle: OtS_Triangle, voxelMesh: OtS_VoxelMesh) {
this._rays.reset(); const bounds = Triangle.CalcBounds(triangle.data.v0.position, triangle.data.v1.position, triangle.data.v2.position);
this._generateRays(triangle.data.v0.position, triangle.data.v1.position, triangle.data.v2.position); bounds.min.floor();
bounds.max.ceil();
const voxelPosition = new Vector3(0, 0, 0); const ray: Ray = { axis: Axes.x, origin: new Vector3(0, 0, 0) };
const size = this._rays.size();
for (let i = 0; i < size; ++i) {
const ray = this._rays.get(i)!;
const intersection = rayIntersectTriangle(ray, triangle.data.v0.position, triangle.data.v1.position, triangle.data.v2.position); ray.origin.x = bounds.min.x - 1;
if (intersection) { ray.axis = Axes.x;
switch (ray.axis) { for (let y = bounds.min.y; y <= bounds.max.y; ++y) {
case Axes.x: ray.origin.y = y;
voxelPosition.x = Math.round(intersection.x); for (let z = bounds.min.z; z <= bounds.max.z; ++z) {
voxelPosition.y = intersection.y; ray.origin.z = z;
voxelPosition.z = intersection.z; this._handleRay(ray, triangle, voxelMesh);
break;
case Axes.y:
voxelPosition.x = intersection.x;
voxelPosition.y = Math.round(intersection.y);
voxelPosition.z = intersection.z;
break;
case Axes.z:
voxelPosition.x = intersection.x;
voxelPosition.y = intersection.y;
voxelPosition.z = Math.round(intersection.z);
break;
} }
}
ray.origin.y = bounds.min.y - 1;
ray.axis = Axes.y;
for (let z = bounds.min.z; z <= bounds.max.z; ++z) {
ray.origin.z = z;
for (let x = bounds.min.x; x <= bounds.max.x; ++x) {
ray.origin.x = x;
this._handleRay(ray, triangle, voxelMesh);
}
}
ray.origin.z = bounds.min.z - 1;
ray.axis = Axes.z;
for (let x = bounds.min.x; x <= bounds.max.x; ++x) {
ray.origin.x = x;
for (let y = bounds.min.y; y <= bounds.max.y; ++y) {
ray.origin.y = y;
this._handleRay(ray, triangle, voxelMesh);
}
}
}
private _handleRay(ray: Ray, triangle: OtS_Triangle, voxelMesh: OtS_VoxelMesh) {
const intersection = rayIntersectTriangle(ray, triangle.data.v0.position, triangle.data.v1.position, triangle.data.v2.position);
if (intersection) {
const voxelPosition = new Vector3(
intersection.x,
intersection.y,
intersection.z,
).round();
let voxelColour: RGBA; let voxelColour: RGBA;
if (this._config.multisampling) { if (this._config.multisampling) {
@ -118,7 +124,6 @@ export class OtS_VoxelMesh_Converter {
voxelMesh.addVoxel(voxelPosition.x, voxelPosition.y, voxelPosition.z, voxelColour, this._config.replaceMode); voxelMesh.addVoxel(voxelPosition.x, voxelPosition.y, voxelPosition.z, voxelColour, this._config.replaceMode);
} }
};
} }
private _getVoxelColour(triangle: OtS_Triangle, location: Vector3): RGBA { private _getVoxelColour(triangle: OtS_Triangle, location: Vector3): RGBA {
@ -156,58 +161,6 @@ export class OtS_VoxelMesh_Converter {
return triangle.texture.sample(texcoord.u, texcoord.v); return triangle.texture.sample(texcoord.u, texcoord.v);
} }
private _generateRays(v0: Vector3, v1: Vector3, v2: Vector3) {
this._tmpBounds.min.x = Math.floor(Math.min(v0.x, v1.x, v2.x));
this._tmpBounds.min.y = Math.floor(Math.min(v0.y, v1.y, v2.y));
this._tmpBounds.min.z = Math.floor(Math.min(v0.z, v1.z, v2.z));
this._tmpBounds.max.x = Math.floor(Math.max(v0.x, v1.x, v2.x));
this._tmpBounds.max.y = Math.floor(Math.max(v0.y, v1.y, v2.y));
this._tmpBounds.max.z = Math.floor(Math.max(v0.z, v1.z, v2.z));
//const rayList: Array<Ray> = [];
this._traverseX(this._tmpBounds);
this._traverseY(this._tmpBounds);
this._traverseZ(this._tmpBounds);
//return rayList;
}
private _traverseX(bounds: Bounds) {
for (let y = bounds.min.y; y <= bounds.max.y; ++y) {
for (let z = bounds.min.z; z <= bounds.max.z; ++z) {
const ray = this._rays.place();
ray.origin.x = bounds.min.x - 1;
ray.origin.y = y;
ray.origin.z = z;
ray.axis = Axes.x;
}
}
}
private _traverseY(bounds: Bounds) {
for (let x = bounds.min.x; x <= bounds.max.x; ++x) {
for (let z = bounds.min.z; z <= bounds.max.z; ++z) {
const ray = this._rays.place();
ray.origin.x = x;
ray.origin.y = bounds.min.y - 1;
ray.origin.z = z;
ray.axis = Axes.y;
}
}
}
private _traverseZ(bounds: Bounds) {
for (let x = bounds.min.x; x <= bounds.max.x; ++x) {
for (let y = bounds.min.y; y <= bounds.max.y; ++y) {
const ray = this._rays.place();
ray.origin.x = x;
ray.origin.y = y;
ray.origin.z = bounds.min.z - 1;
ray.axis = Axes.z;
}
}
}
private _calcScaleOffset(mesh: OtS_Mesh) { private _calcScaleOffset(mesh: OtS_Mesh) {
const dimensions = mesh.calcBounds().getDimensions(); const dimensions = mesh.calcBounds().getDimensions();