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 // Reference to OpenGL state (valid after first RenderSetup)
  19. refcount int // Current number of references
  20. groups []Group // Array geometry groups
  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. // GetGeometry satisfies the IGeometry interface.
  65. func (g *Geometry) GetGeometry() *Geometry {
  66. return g
  67. }
  68. // AddGroup adds a geometry group (for multimaterial).
  69. func (g *Geometry) AddGroup(start, count, matIndex int) *Group {
  70. g.groups = append(g.groups, Group{start, count, matIndex, ""})
  71. return &g.groups[len(g.groups)-1]
  72. }
  73. // AddGroupList adds the specified list of groups to this geometry.
  74. func (g *Geometry) AddGroupList(groups []Group) {
  75. for _, group := range groups {
  76. g.groups = append(g.groups, group)
  77. }
  78. }
  79. // GroupCount returns the number of geometry groups (for multimaterial).
  80. func (g *Geometry) GroupCount() int {
  81. return len(g.groups)
  82. }
  83. // GroupAt returns pointer to geometry group at the specified index.
  84. func (g *Geometry) GroupAt(idx int) *Group {
  85. return &g.groups[idx]
  86. }
  87. // SetIndices sets the indices array for this geometry.
  88. func (g *Geometry) SetIndices(indices math32.ArrayU32) {
  89. g.indices = indices
  90. g.updateIndices = true
  91. g.boundingBoxValid = false
  92. g.boundingSphereValid = false
  93. }
  94. // Indices returns the indices array for this geometry.
  95. func (g *Geometry) Indices() math32.ArrayU32 {
  96. return g.indices
  97. }
  98. // AddVBO adds a Vertex Buffer Object for this geometry.
  99. func (g *Geometry) AddVBO(vbo *gls.VBO) {
  100. // Check that the provided VBO doesn't have conflicting attributes with existing VBOs
  101. for _, existingVbo := range g.vbos {
  102. for _, attrib := range vbo.Attributes() {
  103. if existingVbo.AttribName(attrib.Name) != nil {
  104. panic("Geometry.AddVBO: geometry already has a VBO with attribute name:" + attrib.Name)
  105. }
  106. if attrib.Type != gls.Undefined && existingVbo.Attrib(attrib.Type) != nil {
  107. panic("Geometry.AddVBO: geometry already has a VBO with attribute type:" + strconv.Itoa(int(attrib.Type)))
  108. }
  109. }
  110. }
  111. g.vbos = append(g.vbos, vbo)
  112. }
  113. // VBO returns a pointer to this geometry's VBO which contain the specified attribute.
  114. // Returns nil if the VBO is not found.
  115. func (g *Geometry) VBO(atype gls.AttribType) *gls.VBO {
  116. for _, vbo := range g.vbos {
  117. if vbo.Attrib(atype) != nil {
  118. return vbo
  119. }
  120. }
  121. return nil
  122. }
  123. // VBOName returns a pointer to this geometry's VBO which contain the specified attribute.
  124. // Returns nil if the VBO is not found.
  125. func (g *Geometry) VBOName(name string) *gls.VBO {
  126. for _, vbo := range g.vbos {
  127. if vbo.AttribName(name) != nil {
  128. return vbo
  129. }
  130. }
  131. return nil
  132. }
  133. // VBOs returns all of this geometry's VBOs.
  134. func (g *Geometry) VBOs() []*gls.VBO {
  135. return g.vbos
  136. }
  137. // Items returns the number of items in the first VBO.
  138. // (The number of items should be same for all VBOs)
  139. // An item is a complete group of attributes in the VBO buffer.
  140. func (g *Geometry) Items() int {
  141. if len(g.vbos) == 0 {
  142. return 0
  143. }
  144. vbo := g.vbos[0]
  145. if vbo.AttribCount() == 0 {
  146. return 0
  147. }
  148. return vbo.Buffer().Bytes() / vbo.StrideSize()
  149. }
  150. // SetAttributeName sets the name of the VBO attribute associated with the provided attribute type.
  151. func (g *Geometry) SetAttributeName(atype gls.AttribType, attribName string) {
  152. vbo := g.VBO(atype)
  153. if vbo != nil {
  154. vbo.Attrib(atype).Name = attribName
  155. }
  156. }
  157. // AttributeName returns the name of the VBO attribute associated with the provided attribute type.
  158. func (g *Geometry) AttributeName(atype gls.AttribType) string {
  159. return g.VBO(atype).Attrib(atype).Name
  160. }
  161. // OperateOnVertices iterates over all the vertices and calls
  162. // the specified callback function with a pointer to each vertex.
  163. // The vertex pointers can be modified inside the callback and
  164. // the modifications will be applied to the buffer at each iteration.
  165. // The callback function returns false to continue or true to break.
  166. func (g *Geometry) OperateOnVertices(cb func(vertex *math32.Vector3) bool) {
  167. // Get buffer with position vertices
  168. vbo := g.VBO(gls.VertexPosition)
  169. if vbo == nil {
  170. return
  171. }
  172. vbo.OperateOnVectors3(gls.VertexPosition, cb)
  173. // Geometric properties may have changed
  174. g.boundingBoxValid = false
  175. g.boundingSphereValid = false
  176. g.areaValid = false
  177. g.volumeValid = false
  178. g.rotInertiaValid = false
  179. }
  180. // ReadVertices iterates over all the vertices and calls
  181. // the specified callback function with the value of each vertex.
  182. // The callback function returns false to continue or true to break.
  183. func (g *Geometry) ReadVertices(cb func(vertex math32.Vector3) bool) {
  184. // Get buffer with position vertices
  185. vbo := g.VBO(gls.VertexPosition)
  186. if vbo == nil {
  187. return
  188. }
  189. vbo.ReadVectors3(gls.VertexPosition, cb)
  190. }
  191. // OperateOnVertexNormals iterates over all the vertex normals
  192. // and calls the specified callback function with a pointer to each normal.
  193. // The vertex pointers can be modified inside the callback and
  194. // the modifications will be applied to the buffer at each iteration.
  195. // The callback function returns false to continue or true to break.
  196. func (g *Geometry) OperateOnVertexNormals(cb func(normal *math32.Vector3) bool) {
  197. // Get buffer with position vertices
  198. vbo := g.VBO(gls.VertexNormal)
  199. if vbo == nil {
  200. return
  201. }
  202. vbo.OperateOnVectors3(gls.VertexNormal, cb)
  203. }
  204. // ReadVertexNormals iterates over all the vertex normals and calls
  205. // the specified callback function with the value of each normal.
  206. // The callback function returns false to continue or true to break.
  207. func (g *Geometry) ReadVertexNormals(cb func(vertex math32.Vector3) bool) {
  208. // Get buffer with position vertices
  209. vbo := g.VBO(gls.VertexNormal)
  210. if vbo == nil {
  211. return
  212. }
  213. vbo.ReadVectors3(gls.VertexNormal, cb)
  214. }
  215. // ReadFaces iterates over all the vertices and calls
  216. // the specified callback function with face-forming vertex triples.
  217. // The callback function returns false to continue or true to break.
  218. func (g *Geometry) ReadFaces(cb func(vA, vB, vC math32.Vector3) bool) {
  219. // Get buffer with position vertices
  220. vbo := g.VBO(gls.VertexPosition)
  221. if vbo == nil {
  222. return
  223. }
  224. // If geometry has indexed vertices need to loop over indexes
  225. if g.Indexed() {
  226. var vA, vB, vC math32.Vector3
  227. positions := vbo.Buffer()
  228. for i := 0; i < g.indices.Size(); i += 3 {
  229. // Get face vertices
  230. positions.GetVector3(int(3*g.indices[i]), &vA)
  231. positions.GetVector3(int(3*g.indices[i+1]), &vB)
  232. positions.GetVector3(int(3*g.indices[i+2]), &vC)
  233. // Call callback with face vertices
  234. brk := cb(vA, vB, vC)
  235. if brk {
  236. break
  237. }
  238. }
  239. } else {
  240. // Geometry does NOT have indexed vertices - can read vertices in sequence
  241. vbo.ReadTripleVectors3(gls.VertexPosition, cb)
  242. }
  243. }
  244. // TODO Read and Operate on Texcoords, Faces, Edges, FaceNormals, etc...
  245. // Indexed returns whether the geometry is indexed or not.
  246. func (g *Geometry) Indexed() bool {
  247. return g.indices.Size() > 0
  248. }
  249. // BoundingBox computes the bounding box of the geometry if necessary
  250. // and returns is value.
  251. func (g *Geometry) BoundingBox() math32.Box3 {
  252. // If valid, return its value
  253. if g.boundingBoxValid {
  254. return g.boundingBox
  255. }
  256. // Reset bounding box
  257. g.boundingBox.Min.Set(0, 0, 0)
  258. g.boundingBox.Max.Set(0, 0, 0)
  259. // Expand bounding box by each vertex
  260. g.ReadVertices(func(vertex math32.Vector3) bool {
  261. g.boundingBox.ExpandByPoint(&vertex)
  262. return false
  263. })
  264. g.boundingBoxValid = true
  265. return g.boundingBox
  266. }
  267. // BoundingSphere computes the bounding sphere of this geometry
  268. // if necessary and returns its value.
  269. func (g *Geometry) BoundingSphere() math32.Sphere {
  270. // If valid, return its value
  271. if g.boundingSphereValid {
  272. return g.boundingSphere
  273. }
  274. // Reset radius, calculate bounding box and copy center
  275. g.boundingSphere.Radius = float32(0)
  276. box := g.BoundingBox()
  277. box.Center(&g.boundingSphere.Center)
  278. // Find the radius of the bounding sphere
  279. maxRadiusSq := float32(0)
  280. g.ReadVertices(func(vertex math32.Vector3) bool {
  281. maxRadiusSq = math32.Max(maxRadiusSq, g.boundingSphere.Center.DistanceToSquared(&vertex))
  282. return false
  283. })
  284. g.boundingSphere.Radius = float32(math32.Sqrt(maxRadiusSq))
  285. g.boundingSphereValid = true
  286. return g.boundingSphere
  287. }
  288. // Area returns the surface area.
  289. // NOTE: This only works for triangle-based meshes.
  290. func (g *Geometry) Area() float32 {
  291. // If valid, return its value
  292. if g.areaValid {
  293. return g.area
  294. }
  295. // Reset area
  296. g.area = 0
  297. // Sum area of all triangles
  298. g.ReadFaces(func(vA, vB, vC math32.Vector3) bool {
  299. vA.Sub(&vC)
  300. vB.Sub(&vC)
  301. vC.CrossVectors(&vA, &vB)
  302. g.area += vC.Length() / 2.0
  303. return false
  304. })
  305. g.areaValid = true
  306. return g.area
  307. }
  308. // Volume returns the volume.
  309. // NOTE: This only works for closed triangle-based meshes.
  310. func (g *Geometry) Volume() float32 {
  311. // If valid, return its value
  312. if g.volumeValid {
  313. return g.volume
  314. }
  315. // Reset volume
  316. g.volume = 0
  317. // Calculate volume of all tetrahedrons
  318. g.ReadFaces(func(vA, vB, vC math32.Vector3) bool {
  319. vA.Sub(&vC)
  320. vB.Sub(&vC)
  321. g.volume += vC.Dot(vA.Cross(&vB)) / 6.0
  322. return false
  323. })
  324. g.volumeValid = true
  325. return g.volume
  326. }
  327. // RotationalInertia returns the rotational inertia tensor, also known as the moment of inertia.
  328. // This assumes constant density of 1 (kg/m^2).
  329. // To adjust for a different constant density simply scale the returning matrix by the density.
  330. func (g *Geometry) RotationalInertia(mass float32) math32.Matrix3 {
  331. // If valid, return its value
  332. if g.rotInertiaValid {
  333. return g.rotInertia
  334. }
  335. // Reset rotational inertia
  336. g.rotInertia.Zero()
  337. // For now approximate result based on bounding box
  338. b := math32.NewVec3()
  339. box := g.BoundingBox()
  340. box.Size(b)
  341. multiplier := mass / 12.0
  342. x := (b.Y*b.Y + b.Z*b.Z) * multiplier
  343. y := (b.X*b.X + b.Z*b.Z) * multiplier
  344. z := (b.Y*b.Y + b.X*b.X) * multiplier
  345. g.rotInertia.Set(
  346. x, 0, 0,
  347. 0, y, 0,
  348. 0, 0, z,
  349. )
  350. return g.rotInertia
  351. }
  352. // ProjectOntoAxis projects the geometry onto the specified axis,
  353. // effectively squashing it into a line passing through the local origin.
  354. // Returns the maximum and the minimum values on that line (i.e. signed distances from the local origin).
  355. func (g *Geometry) ProjectOntoAxis(localAxis *math32.Vector3) (float32, float32) {
  356. var max, min float32
  357. g.ReadVertices(func(vertex math32.Vector3) bool {
  358. val := vertex.Dot(localAxis)
  359. if val > max {
  360. max = val
  361. }
  362. if val < min {
  363. min = val
  364. }
  365. return false
  366. })
  367. return max, min
  368. }
  369. // TODO:
  370. // https://stackoverflow.com/questions/21640545/how-to-check-for-convexity-of-a-3d-mesh
  371. // func (g *Geometry) IsConvex() bool {
  372. //
  373. // {
  374. // ApplyMatrix multiplies each of the geometry position vertices
  375. // by the specified matrix and apply the correspondent normal
  376. // transform matrix to the geometry normal vectors.
  377. // The geometry's bounding box and sphere are recomputed if needed.
  378. func (g *Geometry) ApplyMatrix(m *math32.Matrix4) {
  379. // Apply matrix to all vertices
  380. g.OperateOnVertices(func(vertex *math32.Vector3) bool {
  381. vertex.ApplyMatrix4(m)
  382. return false
  383. })
  384. // Apply normal matrix to all normal vectors
  385. var normalMatrix math32.Matrix3
  386. normalMatrix.GetNormalMatrix(m)
  387. g.OperateOnVertexNormals(func(normal *math32.Vector3) bool {
  388. normal.ApplyMatrix3(&normalMatrix).Normalize()
  389. return false
  390. })
  391. }
  392. // Incref increments the reference count for this geometry
  393. // and returns a pointer to the geometry.
  394. // It should be used when this geometry is shared by another
  395. // Graphic object.
  396. func (g *Geometry) Incref() *Geometry {
  397. g.refcount++
  398. return g
  399. }
  400. // Dispose decrements this geometry reference count and
  401. // if possible releases OpenGL resources, C memory
  402. // and VBOs associated with this geometry.
  403. func (g *Geometry) Dispose() {
  404. // Only dispose if last
  405. if g.refcount > 1 {
  406. g.refcount--
  407. return
  408. }
  409. // Delete VAO and indices buffer
  410. if g.gs != nil {
  411. g.gs.DeleteVertexArrays(g.handleVAO)
  412. g.gs.DeleteBuffers(g.handleIndices)
  413. }
  414. // Delete VBOs
  415. for i := 0; i < len(g.vbos); i++ {
  416. g.vbos[i].Dispose()
  417. }
  418. g.Init()
  419. }
  420. // RenderSetup is called by the renderer before drawing the geometry.
  421. func (g *Geometry) RenderSetup(gs *gls.GLS) {
  422. // First time initialization
  423. if g.gs == nil {
  424. // Generate VAO
  425. g.handleVAO = gs.GenVertexArray()
  426. // Generate buffer for indices
  427. g.handleIndices = gs.GenBuffer()
  428. // Save pointer to gs indicating initialization was done
  429. g.gs = gs
  430. }
  431. // Update VBOs
  432. gs.BindVertexArray(g.handleVAO)
  433. for _, vbo := range g.vbos {
  434. vbo.Transfer(gs)
  435. }
  436. // Update Indices buffer if necessary
  437. if g.indices.Size() > 0 && g.updateIndices {
  438. gs.BindBuffer(gls.ELEMENT_ARRAY_BUFFER, g.handleIndices)
  439. gs.BufferData(gls.ELEMENT_ARRAY_BUFFER, g.indices.Bytes(), g.indices.ToUint32(), gls.STATIC_DRAW)
  440. g.updateIndices = false
  441. }
  442. }