geometry.go 15 KB

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  1. // Copyright 2016 The G3N Authors. All rights reserved.
  2. // Use of this source code is governed by a BSD-style
  3. // license that can be found in the LICENSE file.
  4. package geometry
  5. import (
  6. "github.com/g3n/engine/gls"
  7. "github.com/g3n/engine/math32"
  8. "strconv"
  9. )
  10. // IGeometry is the interface for all geometries.
  11. type IGeometry interface {
  12. GetGeometry() *Geometry
  13. RenderSetup(gs *gls.GLS)
  14. Dispose()
  15. }
  16. // Geometry encapsulates a three-dimensional vertex-based geometry.
  17. type Geometry struct {
  18. gs *gls.GLS // Pointer to gl context. Valid after first render setup
  19. groups []Group // Array geometry groups
  20. refcount int // Current number of references
  21. vbos []*gls.VBO // Array of VBOs
  22. handleVAO uint32 // Handle to OpenGL VAO
  23. indices math32.ArrayU32 // Buffer with indices
  24. handleIndices uint32 // Handle to OpenGL buffer for indices
  25. updateIndices bool // Flag to indicate that indices must be transferred
  26. ShaderDefines gls.ShaderDefines // Geometry-specific shader defines
  27. // Geometric properties
  28. boundingBox math32.Box3 // Last calculated bounding box
  29. boundingSphere math32.Sphere // Last calculated bounding sphere
  30. area float32 // Last calculated area
  31. volume float32 // Last calculated volume
  32. rotInertia math32.Matrix3 // Last calculated rotational inertia matrix
  33. // Flags indicating whether geometric properties are valid
  34. boundingBoxValid bool // Indicates if last calculated bounding box is valid
  35. boundingSphereValid bool // Indicates if last calculated bounding sphere is valid
  36. areaValid bool // Indicates if last calculated area is valid
  37. volumeValid bool // Indicates if last calculated volume is valid
  38. rotInertiaValid bool // Indicates if last calculated rotational inertia matrix is valid
  39. }
  40. // Group is a geometry group object.
  41. type Group struct {
  42. Start int // Index of first element of the group
  43. Count int // Number of elements in the group
  44. Matindex int // Material index for this group
  45. Matid string // Material id used when loading external models
  46. }
  47. // NewGeometry creates and returns a pointer to a new Geometry.
  48. func NewGeometry() *Geometry {
  49. g := new(Geometry)
  50. g.Init()
  51. return g
  52. }
  53. // Init initializes the geometry.
  54. func (g *Geometry) Init() {
  55. g.refcount = 1
  56. g.vbos = make([]*gls.VBO, 0)
  57. g.groups = make([]Group, 0)
  58. g.gs = nil
  59. g.handleVAO = 0
  60. g.handleIndices = 0
  61. g.updateIndices = true
  62. g.ShaderDefines = *gls.NewShaderDefines()
  63. }
  64. // Incref increments the reference count for this geometry
  65. // and returns a pointer to the geometry.
  66. // It should be used when this geometry is shared by another
  67. // Graphic object.
  68. func (g *Geometry) Incref() *Geometry {
  69. g.refcount++
  70. return g
  71. }
  72. // Dispose decrements this geometry reference count and
  73. // if possible releases OpenGL resources, C memory
  74. // and VBOs associated with this geometry.
  75. func (g *Geometry) Dispose() {
  76. if g.refcount > 1 {
  77. g.refcount--
  78. return
  79. }
  80. // Delete VAO and indices buffer
  81. if g.gs != nil {
  82. g.gs.DeleteVertexArrays(g.handleVAO)
  83. g.gs.DeleteBuffers(g.handleIndices)
  84. }
  85. // Delete this geometry VBO buffers
  86. for i := 0; i < len(g.vbos); i++ {
  87. g.vbos[i].Dispose()
  88. }
  89. g.Init()
  90. }
  91. // GetGeometry satisfies the IGeometry interface.
  92. func (g *Geometry) GetGeometry() *Geometry {
  93. return g
  94. }
  95. // AddGroup adds a geometry group (for multimaterial).
  96. func (g *Geometry) AddGroup(start, count, matIndex int) *Group {
  97. g.groups = append(g.groups, Group{start, count, matIndex, ""})
  98. return &g.groups[len(g.groups)-1]
  99. }
  100. // AddGroupList adds the specified list of groups to this geometry.
  101. func (g *Geometry) AddGroupList(groups []Group) {
  102. for _, group := range groups {
  103. g.groups = append(g.groups, group)
  104. }
  105. }
  106. // GroupCount returns the number of geometry groups (for multimaterial).
  107. func (g *Geometry) GroupCount() int {
  108. return len(g.groups)
  109. }
  110. // GroupAt returns pointer to geometry group at the specified index.
  111. func (g *Geometry) GroupAt(idx int) *Group {
  112. return &g.groups[idx]
  113. }
  114. // SetIndices sets the indices array for this geometry.
  115. func (g *Geometry) SetIndices(indices math32.ArrayU32) {
  116. g.indices = indices
  117. g.updateIndices = true
  118. g.boundingBoxValid = false
  119. g.boundingSphereValid = false
  120. }
  121. // Indices returns the indices array for this geometry.
  122. func (g *Geometry) Indices() math32.ArrayU32 {
  123. return g.indices
  124. }
  125. // SetVAO sets the Vertex Array Object handle associated with this geometry.
  126. func (g *Geometry) SetVAO(handle uint32) {
  127. g.handleVAO = handle
  128. }
  129. // VAO returns the Vertex Array Object handle associated with this geometry.
  130. func (g *Geometry) VAO() uint32 {
  131. return g.handleVAO
  132. }
  133. // AddVBO adds a Vertex Buffer Object for this geometry.
  134. func (g *Geometry) AddVBO(vbo *gls.VBO) {
  135. // Check that the provided VBO doesn't have conflicting attributes with existing VBOs
  136. for _, existingVbo := range g.vbos {
  137. for _, attrib := range vbo.Attributes() {
  138. if existingVbo.AttribName(attrib.Name) != nil {
  139. panic("Geometry.AddVBO: geometry already has a VBO with attribute name:" + attrib.Name)
  140. }
  141. if attrib.Type != gls.Undefined && existingVbo.Attrib(attrib.Type) != nil {
  142. panic("Geometry.AddVBO: geometry already has a VBO with attribute type:" + strconv.Itoa(int(attrib.Type)))
  143. }
  144. }
  145. }
  146. g.vbos = append(g.vbos, vbo)
  147. }
  148. // VBO returns a pointer to this geometry's VBO which contain the specified attribute.
  149. // Returns nil if the VBO is not found.
  150. func (g *Geometry) VBO(atype gls.AttribType) *gls.VBO {
  151. for _, vbo := range g.vbos {
  152. if vbo.Attrib(atype) != nil {
  153. return vbo
  154. }
  155. }
  156. return nil
  157. }
  158. // VBOs returns all of this geometry's VBOs.
  159. func (g *Geometry) VBOs() []*gls.VBO {
  160. return g.vbos
  161. }
  162. // Items returns the number of items in the first VBO.
  163. // (The number of items should be same for all VBOs)
  164. // An item is a complete group of attributes in the VBO buffer.
  165. func (g *Geometry) Items() int {
  166. if len(g.vbos) == 0 {
  167. return 0
  168. }
  169. vbo := g.vbos[0]
  170. if vbo.AttribCount() == 0 {
  171. return 0
  172. }
  173. return vbo.Buffer().Bytes() / vbo.StrideSize()
  174. }
  175. // SetAttributeName sets the name of the VBO attribute associated with the provided attribute type.
  176. func (g *Geometry) SetAttributeName(atype gls.AttribType, attribName string) {
  177. vbo := g.VBO(atype)
  178. if vbo != nil {
  179. vbo.Attrib(atype).Name = attribName
  180. }
  181. }
  182. // AttributeName returns the name of the VBO attribute associated with the provided attribute type.
  183. func (g *Geometry) AttributeName(atype gls.AttribType) string {
  184. return g.VBO(atype).Attrib(atype).Name
  185. }
  186. // OperateOnVertices iterates over all the vertices and calls
  187. // the specified callback function with a pointer to each vertex.
  188. // The vertex pointers can be modified inside the callback and
  189. // the modifications will be applied to the buffer at each iteration.
  190. // The callback function returns false to continue or true to break.
  191. func (g *Geometry) OperateOnVertices(cb func(vertex *math32.Vector3) bool) {
  192. // Get buffer with position vertices
  193. vbo := g.VBO(gls.VertexPosition)
  194. if vbo == nil {
  195. return
  196. }
  197. vbo.OperateOnVectors3(gls.VertexPosition, cb)
  198. // Geometric properties may have changed
  199. g.boundingBoxValid = false
  200. g.boundingSphereValid = false
  201. g.areaValid = false
  202. g.volumeValid = false
  203. g.rotInertiaValid = false
  204. }
  205. // ReadVertices iterates over all the vertices and calls
  206. // the specified callback function with the value of each vertex.
  207. // The callback function returns false to continue or true to break.
  208. func (g *Geometry) ReadVertices(cb func(vertex math32.Vector3) bool) {
  209. // Get buffer with position vertices
  210. vbo := g.VBO(gls.VertexPosition)
  211. if vbo == nil {
  212. return
  213. }
  214. vbo.ReadVectors3(gls.VertexPosition, cb)
  215. }
  216. // OperateOnVertexNormals iterates over all the vertex normals
  217. // and calls the specified callback function with a pointer to each normal.
  218. // The vertex pointers can be modified inside the callback and
  219. // the modifications will be applied to the buffer at each iteration.
  220. // The callback function returns false to continue or true to break.
  221. func (g *Geometry) OperateOnVertexNormals(cb func(normal *math32.Vector3) bool) {
  222. // Get buffer with position vertices
  223. vbo := g.VBO(gls.VertexNormal)
  224. if vbo == nil {
  225. return
  226. }
  227. vbo.OperateOnVectors3(gls.VertexNormal, cb)
  228. }
  229. // ReadVertexNormals iterates over all the vertex normals and calls
  230. // the specified callback function with the value of each normal.
  231. // The callback function returns false to continue or true to break.
  232. func (g *Geometry) ReadVertexNormals(cb func(vertex math32.Vector3) bool) {
  233. // Get buffer with position vertices
  234. vbo := g.VBO(gls.VertexNormal)
  235. if vbo == nil {
  236. return
  237. }
  238. vbo.ReadVectors3(gls.VertexNormal, cb)
  239. }
  240. // ReadFaces iterates over all the vertices and calls
  241. // the specified callback function with face-forming vertex triples.
  242. // The callback function returns false to continue or true to break.
  243. func (g *Geometry) ReadFaces(cb func(vA, vB, vC math32.Vector3) bool) {
  244. // Get buffer with position vertices
  245. vbo := g.VBO(gls.VertexPosition)
  246. if vbo == nil {
  247. return
  248. }
  249. // If geometry has indexed vertices need to loop over indexes
  250. if g.Indexed() {
  251. var vA, vB, vC math32.Vector3
  252. positions := vbo.Buffer()
  253. for i := 0; i < g.indices.Size(); i += 3 {
  254. // Get face vertices
  255. positions.GetVector3(int(3*g.indices[i]), &vA)
  256. positions.GetVector3(int(3*g.indices[i+1]), &vB)
  257. positions.GetVector3(int(3*g.indices[i+2]), &vC)
  258. // Call callback with face vertices
  259. brk := cb(vA, vB, vC)
  260. if brk {
  261. break
  262. }
  263. }
  264. } else {
  265. // Geometry does NOT have indexed vertices - can read vertices in sequence
  266. vbo.ReadTripleVectors3(gls.VertexPosition, cb)
  267. }
  268. }
  269. // TODO Read and Operate on Texcoords, Faces, Edges, FaceNormals, etc...
  270. // Indexed returns whether the geometry is indexed or not.
  271. func (g *Geometry) Indexed() bool {
  272. return g.indices.Size() > 0
  273. }
  274. // BoundingBox computes the bounding box of the geometry if necessary
  275. // and returns is value.
  276. func (g *Geometry) BoundingBox() math32.Box3 {
  277. // If valid, return its value
  278. if g.boundingBoxValid {
  279. return g.boundingBox
  280. }
  281. // Reset bounding box
  282. g.boundingBox.Min.Set(0, 0, 0)
  283. g.boundingBox.Max.Set(0, 0, 0)
  284. // Expand bounding box by each vertex
  285. g.ReadVertices(func(vertex math32.Vector3) bool {
  286. g.boundingBox.ExpandByPoint(&vertex)
  287. return false
  288. })
  289. g.boundingBoxValid = true
  290. return g.boundingBox
  291. }
  292. // BoundingSphere computes the bounding sphere of this geometry
  293. // if necessary and returns its value.
  294. func (g *Geometry) BoundingSphere() math32.Sphere {
  295. // If valid, return its value
  296. if g.boundingSphereValid {
  297. return g.boundingSphere
  298. }
  299. // Reset radius, calculate bounding box and copy center
  300. g.boundingSphere.Radius = float32(0)
  301. box := g.BoundingBox()
  302. box.Center(&g.boundingSphere.Center)
  303. // Find the radius of the bounding sphere
  304. maxRadiusSq := float32(0)
  305. g.ReadVertices(func(vertex math32.Vector3) bool {
  306. maxRadiusSq = math32.Max(maxRadiusSq, g.boundingSphere.Center.DistanceToSquared(&vertex))
  307. return false
  308. })
  309. g.boundingSphere.Radius = float32(math32.Sqrt(maxRadiusSq))
  310. g.boundingSphereValid = true
  311. return g.boundingSphere
  312. }
  313. // Area returns the surface area.
  314. // NOTE: This only works for triangle-based meshes.
  315. func (g *Geometry) Area() float32 {
  316. // If valid, return its value
  317. if g.areaValid {
  318. return g.area
  319. }
  320. // Reset area
  321. g.area = 0
  322. // Sum area of all triangles
  323. g.ReadFaces(func(vA, vB, vC math32.Vector3) bool {
  324. vA.Sub(&vC)
  325. vB.Sub(&vC)
  326. vC.CrossVectors(&vA, &vB)
  327. g.area += vC.Length() / 2.0
  328. return false
  329. })
  330. g.areaValid = true
  331. return g.area
  332. }
  333. // Volume returns the volume.
  334. // NOTE: This only works for closed triangle-based meshes.
  335. func (g *Geometry) Volume() float32 {
  336. // If valid, return its value
  337. if g.volumeValid {
  338. return g.volume
  339. }
  340. // Reset volume
  341. g.volume = 0
  342. // Calculate volume of all tetrahedrons
  343. g.ReadFaces(func(vA, vB, vC math32.Vector3) bool {
  344. vA.Sub(&vC)
  345. vB.Sub(&vC)
  346. g.volume += vC.Dot(vA.Cross(&vB)) / 6.0
  347. return false
  348. })
  349. g.volumeValid = true
  350. return g.volume
  351. }
  352. // RotationalInertia returns the rotational inertia tensor, also known as the moment of inertia.
  353. // This assumes constant density of 1 (kg/m^2).
  354. // To adjust for a different constant density simply scale the returning matrix by the density.
  355. func (g *Geometry) RotationalInertia(mass float32) math32.Matrix3 {
  356. // If valid, return its value
  357. if g.rotInertiaValid {
  358. return g.rotInertia
  359. }
  360. // Reset rotational inertia
  361. g.rotInertia.Zero()
  362. // For now approximate result based on bounding box
  363. b := math32.NewVec3()
  364. box := g.BoundingBox()
  365. box.Size(b)
  366. multiplier := mass / 12.0
  367. x := (b.Y*b.Y + b.Z*b.Z) * multiplier
  368. y := (b.X*b.X + b.Z*b.Z) * multiplier
  369. z := (b.Y*b.Y + b.X*b.X) * multiplier
  370. g.rotInertia.Set(
  371. x, 0, 0,
  372. 0, y, 0,
  373. 0, 0, z,
  374. )
  375. return g.rotInertia
  376. }
  377. // ProjectOntoAxis projects the geometry onto the specified axis,
  378. // effectively squashing it into a line passing through the local origin.
  379. // Returns the maximum and the minimum values on that line (i.e. signed distances from the local origin).
  380. func (g *Geometry) ProjectOntoAxis(localAxis *math32.Vector3) (float32, float32) {
  381. var max, min float32
  382. g.ReadVertices(func(vertex math32.Vector3) bool {
  383. val := vertex.Dot(localAxis)
  384. if val > max {
  385. max = val
  386. }
  387. if val < min {
  388. min = val
  389. }
  390. return false
  391. })
  392. return max, min
  393. }
  394. // TODO:
  395. // https://stackoverflow.com/questions/21640545/how-to-check-for-convexity-of-a-3d-mesh
  396. // func (g *Geometry) IsConvex() bool {
  397. //
  398. // {
  399. // ApplyMatrix multiplies each of the geometry position vertices
  400. // by the specified matrix and apply the correspondent normal
  401. // transform matrix to the geometry normal vectors.
  402. // The geometry's bounding box and sphere are recomputed if needed.
  403. func (g *Geometry) ApplyMatrix(m *math32.Matrix4) {
  404. // Apply matrix to all vertices
  405. g.OperateOnVertices(func(vertex *math32.Vector3) bool {
  406. vertex.ApplyMatrix4(m)
  407. return false
  408. })
  409. // Apply normal matrix to all normal vectors
  410. var normalMatrix math32.Matrix3
  411. normalMatrix.GetNormalMatrix(m)
  412. g.OperateOnVertexNormals(func(normal *math32.Vector3) bool {
  413. normal.ApplyMatrix3(&normalMatrix).Normalize()
  414. return false
  415. })
  416. }
  417. // RenderSetup is called by the renderer before drawing the geometry.
  418. func (g *Geometry) RenderSetup(gs *gls.GLS) {
  419. // First time initialization
  420. if g.gs == nil {
  421. if g.handleVAO == 0 {
  422. // Generate VAO and bind it
  423. g.handleVAO = gs.GenVertexArray()
  424. }
  425. // Generate VBO for indices
  426. g.handleIndices = gs.GenBuffer()
  427. // Save pointer to gs indicating initialization was done
  428. g.gs = gs
  429. }
  430. // Update VBOs
  431. gs.BindVertexArray(g.handleVAO)
  432. for _, vbo := range g.vbos {
  433. vbo.Transfer(gs)
  434. }
  435. // Update Indices buffer if necessary
  436. if g.indices.Size() > 0 && g.updateIndices {
  437. gs.BindBuffer(gls.ELEMENT_ARRAY_BUFFER, g.handleIndices)
  438. gs.BufferData(gls.ELEMENT_ARRAY_BUFFER, g.indices.Bytes(), g.indices, gls.STATIC_DRAW)
  439. g.updateIndices = false
  440. }
  441. }