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authorAnton Yabchinskiy <arn@bestmx.ru>2015-07-29 23:01:36 +0300
committerAnton Yabchinskiy <arn@bestmx.ru>2015-07-29 23:01:36 +0300
commitdc8df8a91a995796f0f330bf6bb6b209f6dfce08 (patch)
tree46cfe09124703b07860754d6b44e0289422e0573 /core/math
parent16746f157f83d666079ba3266acec13d35b84c3f (diff)
parent922356b903061cda7591090bf19e8346c3a78cf5 (diff)
Merge branch 'master' of github.com:okamstudio/godot
Diffstat (limited to 'core/math')
-rw-r--r--core/math/aabb.cpp2
-rw-r--r--core/math/aabb.h14
-rw-r--r--core/math/bezier_curve.cpp2
-rw-r--r--core/math/bezier_curve.h2
-rw-r--r--core/math/bsp_tree.cpp2
-rw-r--r--core/math/bsp_tree.h2
-rw-r--r--core/math/camera_matrix.cpp2
-rw-r--r--core/math/camera_matrix.h2
-rw-r--r--core/math/face3.cpp2
-rw-r--r--core/math/face3.h2
-rw-r--r--core/math/geometry.cpp2
-rw-r--r--core/math/geometry.h2
-rw-r--r--core/math/math_2d.cpp55
-rw-r--r--core/math/math_2d.h33
-rw-r--r--core/math/math_defs.cpp6
-rw-r--r--core/math/math_defs.h66
-rw-r--r--core/math/math_funcs.cpp13
-rw-r--r--core/math/math_funcs.h2
-rw-r--r--core/math/matrix3.cpp2
-rw-r--r--core/math/matrix3.h2
-rw-r--r--core/math/octree.h2
-rw-r--r--core/math/plane.cpp2
-rw-r--r--core/math/plane.h2
-rw-r--r--core/math/quat.cpp2
-rw-r--r--core/math/quat.h2
-rw-r--r--core/math/quick_hull.cpp2
-rw-r--r--core/math/quick_hull.h2
-rw-r--r--core/math/transform.cpp2
-rw-r--r--core/math/transform.h2
-rw-r--r--core/math/triangle_mesh.cpp1082
-rw-r--r--core/math/triangle_mesh.h144
-rw-r--r--core/math/triangulate.cpp2
-rw-r--r--core/math/triangulate.h2
-rw-r--r--core/math/vector3.cpp21
-rw-r--r--core/math/vector3.h2
35 files changed, 771 insertions, 715 deletions
diff --git a/core/math/aabb.cpp b/core/math/aabb.cpp
index 576e4fa928..435df66aab 100644
--- a/core/math/aabb.cpp
+++ b/core/math/aabb.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/aabb.h b/core/math/aabb.h
index 089d5d15f7..4781e5c263 100644
--- a/core/math/aabb.h
+++ b/core/math/aabb.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -110,17 +110,17 @@ public:
inline bool AABB::intersects(const AABB& p_aabb) const {
- if ( pos.x > (p_aabb.pos.x + p_aabb.size.x) )
+ if ( pos.x >= (p_aabb.pos.x + p_aabb.size.x) )
return false;
- if ( (pos.x+size.x) < p_aabb.pos.x )
+ if ( (pos.x+size.x) <= p_aabb.pos.x )
return false;
- if ( pos.y > (p_aabb.pos.y + p_aabb.size.y) )
+ if ( pos.y >= (p_aabb.pos.y + p_aabb.size.y) )
return false;
- if ( (pos.y+size.y) < p_aabb.pos.y )
+ if ( (pos.y+size.y) <= p_aabb.pos.y )
return false;
- if ( pos.z > (p_aabb.pos.z + p_aabb.size.z) )
+ if ( pos.z >= (p_aabb.pos.z + p_aabb.size.z) )
return false;
- if ( (pos.z+size.z) < p_aabb.pos.z )
+ if ( (pos.z+size.z) <= p_aabb.pos.z )
return false;
return true;
diff --git a/core/math/bezier_curve.cpp b/core/math/bezier_curve.cpp
index 2676804945..c9467a77e4 100644
--- a/core/math/bezier_curve.cpp
+++ b/core/math/bezier_curve.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/bezier_curve.h b/core/math/bezier_curve.h
index 6cc4c730db..de14d68987 100644
--- a/core/math/bezier_curve.h
+++ b/core/math/bezier_curve.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/bsp_tree.cpp b/core/math/bsp_tree.cpp
index 7f838b1215..d71b7551d9 100644
--- a/core/math/bsp_tree.cpp
+++ b/core/math/bsp_tree.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/bsp_tree.h b/core/math/bsp_tree.h
index 03bfd947cb..b980d9590b 100644
--- a/core/math/bsp_tree.h
+++ b/core/math/bsp_tree.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/camera_matrix.cpp b/core/math/camera_matrix.cpp
index fbe5f8c741..f1afa33a4b 100644
--- a/core/math/camera_matrix.cpp
+++ b/core/math/camera_matrix.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/camera_matrix.h b/core/math/camera_matrix.h
index 767236ea04..52b84f4870 100644
--- a/core/math/camera_matrix.h
+++ b/core/math/camera_matrix.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/face3.cpp b/core/math/face3.cpp
index 1adc95e4e9..354372df74 100644
--- a/core/math/face3.cpp
+++ b/core/math/face3.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/face3.h b/core/math/face3.h
index 5a509299a2..eccbc78122 100644
--- a/core/math/face3.h
+++ b/core/math/face3.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/geometry.cpp b/core/math/geometry.cpp
index 2d525dd1ce..14adde74e7 100644
--- a/core/math/geometry.cpp
+++ b/core/math/geometry.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/geometry.h b/core/math/geometry.h
index 4ad4db8523..b438b41d61 100644
--- a/core/math/geometry.h
+++ b/core/math/geometry.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/math_2d.cpp b/core/math/math_2d.cpp
index 3aaa539fbb..88717723ce 100644
--- a/core/math/math_2d.cpp
+++ b/core/math/math_2d.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -230,6 +230,23 @@ Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, co
+ Vector2 p0=p_pre_a;
+ Vector2 p1=*this;
+ Vector2 p2=p_b;
+ Vector2 p3=p_post_b;
+
+ float t = p_t;
+ float t2 = t * t;
+ float t3 = t2 * t;
+
+ Vector2 out;
+ out = 0.5f * ( ( p1 * 2.0f) +
+ ( -p0 + p2 ) * t +
+ ( 2.0f * p0 - 5.0f * p1 + 4 * p2 - p3 ) * t2 +
+ ( -p0 + 3.0f * p1 - 3.0f * p2 + p3 ) * t3 );
+ return out;
+
+/*
float mu = p_t;
float mu2 = mu*mu;
@@ -239,7 +256,7 @@ Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, co
Vector2 a3 = *this;
return ( a0*mu*mu2 + a1*mu2 + a2*mu + a3 );
-
+*/
/*
float t = p_t;
real_t t2 = t*t;
@@ -605,9 +622,39 @@ float Matrix32::basis_determinant() const {
}
Matrix32 Matrix32::interpolate_with(const Matrix32& p_transform, float p_c) const {
+
+ //extract parameters
+ Vector2 p1 = get_origin();
+ Vector2 p2 = p_transform.get_origin();
+
+ real_t r1 = get_rotation();
+ real_t r2 = p_transform.get_rotation();
+
+ Vector2 s1 = get_scale();
+ Vector2 s2 = p_transform.get_scale();
+
+ //slerp rotation
+ Vector2 v1(Math::cos(r1), Math::sin(r1));
+ Vector2 v2(Math::cos(r2), Math::sin(r2));
+
+ real_t dot = v1.dot(v2);
+
+ dot = (dot < -1.0) ? -1.0 : ((dot > 1.0) ? 1.0 : dot); //clamp dot to [-1,1]
+
+ Vector2 v;
-
- return Matrix32();
+ if (dot > 0.9995) {
+ v = Vector2::linear_interpolate(v1, v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues
+ } else {
+ real_t angle = p_c*Math::acos(dot);
+ Vector2 v3 = (v2 - v1*dot).normalized();
+ v = v1*Math::cos(angle) + v3*Math::sin(angle);
+ }
+
+ //construct matrix
+ Matrix32 res(Math::atan2(v.y, v.x), Vector2::linear_interpolate(p1, p2, p_c));
+ res.scale_basis(Vector2::linear_interpolate(s1, s2, p_c));
+ return res;
}
Matrix32::operator String() const {
diff --git a/core/math/math_2d.h b/core/math/math_2d.h
index 5bc1b5f0be..5e6cefd114 100644
--- a/core/math/math_2d.h
+++ b/core/math/math_2d.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -214,18 +214,41 @@ struct Rect2 {
float get_area() const { return size.width*size.height; }
inline bool intersects(const Rect2& p_rect) const {
- if ( pos.x > (p_rect.pos.x + p_rect.size.width) )
+ if ( pos.x >= (p_rect.pos.x + p_rect.size.width) )
return false;
- if ( (pos.x+size.width) < p_rect.pos.x )
+ if ( (pos.x+size.width) <= p_rect.pos.x )
return false;
- if ( pos.y > (p_rect.pos.y + p_rect.size.height) )
+ if ( pos.y >= (p_rect.pos.y + p_rect.size.height) )
return false;
- if ( (pos.y+size.height) < p_rect.pos.y )
+ if ( (pos.y+size.height) <= p_rect.pos.y )
return false;
return true;
}
+ inline float distance_to(const Vector2& p_point) const {
+
+ float dist = 1e20;
+
+ if (p_point.x < pos.x) {
+ dist=MIN(dist,pos.x-p_point.x);
+ }
+ if (p_point.y < pos.y) {
+ dist=MIN(dist,pos.y-p_point.y);
+ }
+ if (p_point.x >= (pos.x+size.x) ) {
+ dist=MIN(p_point.x-(pos.x+size.x),dist);
+ }
+ if (p_point.y >= (pos.y+size.y) ) {
+ dist=MIN(p_point.y-(pos.y+size.y),dist);
+ }
+
+ if (dist==1e20)
+ return 0;
+ else
+ return dist;
+ }
+
_FORCE_INLINE_ bool intersects_transformed(const Matrix32& p_xform, const Rect2& p_rect) const;
bool intersects_segment(const Point2& p_from, const Point2& p_to, Point2* r_pos=NULL, Point2* r_normal=NULL) const;
diff --git a/core/math/math_defs.cpp b/core/math/math_defs.cpp
index ca43bc7ae3..51aaa6800e 100644
--- a/core/math/math_defs.cpp
+++ b/core/math/math_defs.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -26,5 +26,5 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "math_defs.h"
-
+#include "math_defs.h"
+
diff --git a/core/math/math_defs.h b/core/math/math_defs.h
index dd0390240a..7cb6c7f499 100644
--- a/core/math/math_defs.h
+++ b/core/math/math_defs.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -26,35 +26,35 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef MATH_DEFS_H
-#define MATH_DEFS_H
-
-#define CMP_EPSILON 0.00001
-#define CMP_EPSILON2 (CMP_EPSILON*CMP_EPSILON)
-#define CMP_NORMALIZE_TOLERANCE 0.000001
-#define CMP_POINT_IN_PLANE_EPSILON 0.00001
-
-/**
- * "Real" is a type that will be translated to either floats or fixed depending
- * on the compilation setting
- */
-
-enum ClockDirection {
-
- CLOCKWISE,
- COUNTERCLOCKWISE
-};
-
-
-#ifdef REAL_T_IS_DOUBLE
-
-typedef double real_t;
-
-#else
-
-typedef float real_t;
-
-#endif
-
-
-#endif // MATH_DEFS_H
+#ifndef MATH_DEFS_H
+#define MATH_DEFS_H
+
+#define CMP_EPSILON 0.00001
+#define CMP_EPSILON2 (CMP_EPSILON*CMP_EPSILON)
+#define CMP_NORMALIZE_TOLERANCE 0.000001
+#define CMP_POINT_IN_PLANE_EPSILON 0.00001
+
+/**
+ * "Real" is a type that will be translated to either floats or fixed depending
+ * on the compilation setting
+ */
+
+enum ClockDirection {
+
+ CLOCKWISE,
+ COUNTERCLOCKWISE
+};
+
+
+#ifdef REAL_T_IS_DOUBLE
+
+typedef double real_t;
+
+#else
+
+typedef float real_t;
+
+#endif
+
+
+#endif // MATH_DEFS_H
diff --git a/core/math/math_funcs.cpp b/core/math/math_funcs.cpp
index ad48ceaac0..3c94ac5bc7 100644
--- a/core/math/math_funcs.cpp
+++ b/core/math/math_funcs.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -36,8 +36,9 @@ uint32_t Math::default_seed=1;
#define PHI 0x9e3779b9
-static uint32_t Q[4096], c = 362436;
-
+#if 0
+static uint32_t Q[4096];
+#endif
uint32_t Math::rand_from_seed(uint32_t *seed) {
@@ -48,8 +49,8 @@ uint32_t Math::rand_from_seed(uint32_t *seed) {
s = 0x12345987;
k = s / 127773;
s = 16807 * (s - k * 127773) - 2836 * k;
- if (s < 0)
- s += 2147483647;
+// if (s < 0)
+// s += 2147483647;
(*seed) = s;
return (s & Math::RANDOM_MAX);
#else
@@ -269,7 +270,7 @@ bool Math::is_inf(double p_val) {
uint32_t Math::larger_prime(uint32_t p_val) {
- static const int primes[] = {
+ static const uint32_t primes[] = {
5,
13,
23,
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index 6d43ed8e64..33175ed2fc 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/matrix3.cpp b/core/math/matrix3.cpp
index ff62e7786b..10f1461fdc 100644
--- a/core/math/matrix3.cpp
+++ b/core/math/matrix3.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/matrix3.h b/core/math/matrix3.h
index f68703ca23..98feb2dbbd 100644
--- a/core/math/matrix3.h
+++ b/core/math/matrix3.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/octree.h b/core/math/octree.h
index b64ba381c0..84de388178 100644
--- a/core/math/octree.h
+++ b/core/math/octree.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/plane.cpp b/core/math/plane.cpp
index 88c7be5f63..f9395a002a 100644
--- a/core/math/plane.cpp
+++ b/core/math/plane.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/plane.h b/core/math/plane.h
index 608ec26926..604b880266 100644
--- a/core/math/plane.h
+++ b/core/math/plane.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/quat.cpp b/core/math/quat.cpp
index 950a4756ad..e0c4b0793c 100644
--- a/core/math/quat.cpp
+++ b/core/math/quat.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/quat.h b/core/math/quat.h
index 04901116b8..de4aedaeec 100644
--- a/core/math/quat.h
+++ b/core/math/quat.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/quick_hull.cpp b/core/math/quick_hull.cpp
index a417cdaddf..80ae0f04e1 100644
--- a/core/math/quick_hull.cpp
+++ b/core/math/quick_hull.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/quick_hull.h b/core/math/quick_hull.h
index d7f056d366..cb486a0b6f 100644
--- a/core/math/quick_hull.h
+++ b/core/math/quick_hull.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/transform.cpp b/core/math/transform.cpp
index bb874facbd..a6f4f626cc 100644
--- a/core/math/transform.cpp
+++ b/core/math/transform.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/transform.h b/core/math/transform.h
index b1a0ea1ab8..a992843d70 100644
--- a/core/math/transform.h
+++ b/core/math/transform.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/triangle_mesh.cpp b/core/math/triangle_mesh.cpp
index 111ceca185..70cb639fc2 100644
--- a/core/math/triangle_mesh.cpp
+++ b/core/math/triangle_mesh.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -26,543 +26,543 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "triangle_mesh.h"
-#include "sort.h"
-
-
-
-int TriangleMesh::_create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc) {
-
-
- if (p_depth>max_depth) {
- max_depth=p_depth;
- }
-
- if (p_size==1) {
-
-
- return p_bb[p_from]-p_bvh;
- } else if (p_size==0) {
-
- return -1;
- }
-
-
- AABB aabb;
- aabb=p_bb[p_from]->aabb;
- for(int i=1;i<p_size;i++) {
-
- aabb.merge_with(p_bb[p_from+i]->aabb);
- }
-
- int li=aabb.get_longest_axis_index();
-
- switch(li) {
-
- case Vector3::AXIS_X: {
- SortArray<BVH*,BVHCmpX> sort_x;
- sort_x.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
- //sort_x.sort(&p_bb[p_from],p_size);
- } break;
- case Vector3::AXIS_Y: {
- SortArray<BVH*,BVHCmpY> sort_y;
- sort_y.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
- //sort_y.sort(&p_bb[p_from],p_size);
- } break;
- case Vector3::AXIS_Z: {
- SortArray<BVH*,BVHCmpZ> sort_z;
- sort_z.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
- //sort_z.sort(&p_bb[p_from],p_size);
-
- } break;
- }
-
-
- int left = _create_bvh(p_bvh,p_bb,p_from,p_size/2,p_depth+1,max_depth,max_alloc);
- int right = _create_bvh(p_bvh,p_bb,p_from+p_size/2,p_size-p_size/2,p_depth+1,max_depth,max_alloc);
-
- int index=max_alloc++;
- BVH *_new = &p_bvh[index];
- _new->aabb=aabb;
- _new->center=aabb.pos+aabb.size*0.5;
- _new->face_index=-1;
- _new->left=left;
- _new->right=right;
-
- return index;
-
-}
-
-
-void TriangleMesh::create(const DVector<Vector3>& p_faces) {
-
- valid=false;
-
- int fc=p_faces.size();
- ERR_FAIL_COND(!fc || ((fc%3) != 0));
- fc/=3;
- triangles.resize(fc);
-
- bvh.resize(fc*3); //will never be larger than this (todo make better)
- DVector<BVH>::Write bw = bvh.write();
-
- {
-
- //create faces and indices and base bvh
- //except for the Set for repeated triangles, everything
- //goes in-place.
-
- DVector<Vector3>::Read r = p_faces.read();
- DVector<Triangle>::Write w = triangles.write();
- Map<Vector3,int> db;
-
- for(int i=0;i<fc;i++) {
-
- Triangle&f=w[i];
- const Vector3 *v=&r[i*3];
-
- for(int j=0;j<3;j++) {
-
- int vidx=-1;
- Vector3 vs=v[j].snapped(0.0001);
- Map<Vector3,int>::Element *E=db.find(vs);
- if (E) {
- vidx=E->get();
- } else {
- vidx=db.size();
- db[vs]=vidx;
- }
-
- f.indices[j]=vidx;
- if (j==0)
- bw[i].aabb.pos=vs;
- else
- bw[i].aabb.expand_to(vs);
- }
-
- f.normal=Face3(r[i*3+0],r[i*3+1],r[i*3+2]).get_plane().get_normal();
-
- bw[i].left=-1;
- bw[i].right=-1;
- bw[i].face_index=i;
- bw[i].center=bw[i].aabb.pos+bw[i].aabb.size*0.5;
- }
-
- vertices.resize(db.size());
- DVector<Vector3>::Write vw = vertices.write();
- for (Map<Vector3,int>::Element *E=db.front();E;E=E->next()) {
- vw[E->get()]=E->key();
- }
-
- }
-
- DVector<BVH*> bwptrs;
- bwptrs.resize(fc);
- DVector<BVH*>::Write bwp = bwptrs.write();
- for(int i=0;i<fc;i++) {
-
- bwp[i]=&bw[i];
- }
-
- max_depth=0;
- int max_alloc=fc;
- int max=_create_bvh(bw.ptr(),bwp.ptr(),0,fc,1,max_depth,max_alloc);
-
- bw=DVector<BVH>::Write(); //clearup
- bvh.resize(max_alloc); //resize back
-
- valid=true;
-
-}
-
-
-Vector3 TriangleMesh::get_area_normal(const AABB& p_aabb) const {
-
- uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
-
- enum {
- TEST_AABB_BIT=0,
- VISIT_LEFT_BIT=1,
- VISIT_RIGHT_BIT=2,
- VISIT_DONE_BIT=3,
- VISITED_BIT_SHIFT=29,
- NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
- VISITED_BIT_MASK=~NODE_IDX_MASK,
-
-
- };
-
- int n_count=0;
- Vector3 n;
-
- //for(int i=0;i<max_depth;i++)
- // stack[i]=0;
-
- int level=0;
-
- DVector<Triangle>::Read trianglesr = triangles.read();
- DVector<Vector3>::Read verticesr=vertices.read();
- DVector<BVH>::Read bvhr=bvh.read();
-
- const Triangle *triangleptr=trianglesr.ptr();
- const Vector3 *vertexptr=verticesr.ptr();
- int pos=bvh.size()-1;
- const BVH *bvhptr = bvhr.ptr();
-
- stack[0]=pos;
- while(true) {
-
- uint32_t node = stack[level]&NODE_IDX_MASK;
- const BVH &b = bvhptr[ node ];
- bool done=false;
-
- switch(stack[level]>>VISITED_BIT_SHIFT) {
- case TEST_AABB_BIT: {
-
-
- bool valid = b.aabb.intersects(p_aabb);
- if (!valid) {
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
-
- } else {
-
- if (b.face_index>=0) {
-
- const Triangle &s=triangleptr[ b.face_index ];
- n+=s.normal;
- n_count++;
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
-
- } else {
-
- stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
- }
- }
-
- } continue;
- case VISIT_LEFT_BIT: {
-
- stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.left|TEST_AABB_BIT;
- level++;
-
- } continue;
- case VISIT_RIGHT_BIT: {
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.right|TEST_AABB_BIT;
- level++;
- } continue;
- case VISIT_DONE_BIT: {
-
- if (level==0) {
- done=true;
- break;
- } else
- level--;
-
- } continue;
- }
-
-
- if (done)
- break;
- }
-
-
- if (n_count>0)
- n/=n_count;
-
- return n;
-
-}
-
-
-bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const {
-
-
- uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
-
- enum {
- TEST_AABB_BIT=0,
- VISIT_LEFT_BIT=1,
- VISIT_RIGHT_BIT=2,
- VISIT_DONE_BIT=3,
- VISITED_BIT_SHIFT=29,
- NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
- VISITED_BIT_MASK=~NODE_IDX_MASK,
-
-
- };
-
- Vector3 n = (p_end-p_begin).normalized();
- real_t d=1e10;
- bool inters=false;
-
- //for(int i=0;i<max_depth;i++)
- // stack[i]=0;
-
- int level=0;
- //AABB ray_aabb;
- //ray_aabb.pos=p_begin;
- //ray_aabb.expand_to(p_end);
-
-
- DVector<Triangle>::Read trianglesr = triangles.read();
- DVector<Vector3>::Read verticesr=vertices.read();
- DVector<BVH>::Read bvhr=bvh.read();
-
- const Triangle *triangleptr=trianglesr.ptr();
- const Vector3 *vertexptr=verticesr.ptr();
- int pos=bvh.size()-1;
- const BVH *bvhptr = bvhr.ptr();
-
- stack[0]=pos;
- while(true) {
-
- uint32_t node = stack[level]&NODE_IDX_MASK;
- const BVH &b = bvhptr[ node ];
- bool done=false;
-
- switch(stack[level]>>VISITED_BIT_SHIFT) {
- case TEST_AABB_BIT: {
-
-
- bool valid = b.aabb.intersects_segment(p_begin,p_end);
-// bool valid = b.aabb.intersects(ray_aabb);
-
- if (!valid) {
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
-
- } else {
-
- if (b.face_index>=0) {
-
- const Triangle &s=triangleptr[ b.face_index ];
- Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
-
-
- Vector3 res;
-
- if (f3.intersects_segment(p_begin,p_end,&res)) {
-
-
- float nd = n.dot(res);
- if (nd<d) {
-
- d=nd;
- r_point=res;
- r_normal=f3.get_plane().get_normal();
- inters=true;
- }
-
- }
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
-
- } else {
-
- stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
- }
- }
-
- } continue;
- case VISIT_LEFT_BIT: {
-
- stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.left|TEST_AABB_BIT;
- level++;
-
- } continue;
- case VISIT_RIGHT_BIT: {
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.right|TEST_AABB_BIT;
- level++;
- } continue;
- case VISIT_DONE_BIT: {
-
- if (level==0) {
- done=true;
- break;
- } else
- level--;
-
- } continue;
- }
-
-
- if (done)
- break;
- }
-
-
- if (inters) {
-
- if (n.dot(r_normal)>0)
- r_normal=-r_normal;
- }
-
- return inters;
-}
-
-
-bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const {
-
-
- uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
-
- enum {
- TEST_AABB_BIT=0,
- VISIT_LEFT_BIT=1,
- VISIT_RIGHT_BIT=2,
- VISIT_DONE_BIT=3,
- VISITED_BIT_SHIFT=29,
- NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
- VISITED_BIT_MASK=~NODE_IDX_MASK,
-
-
- };
-
- Vector3 n = p_dir;
- real_t d=1e20;
- bool inters=false;
-
- //for(int i=0;i<max_depth;i++)
- // stack[i]=0;
-
- int level=0;
-
- DVector<Triangle>::Read trianglesr = triangles.read();
- DVector<Vector3>::Read verticesr=vertices.read();
- DVector<BVH>::Read bvhr=bvh.read();
-
- const Triangle *triangleptr=trianglesr.ptr();
- const Vector3 *vertexptr=verticesr.ptr();
- int pos=bvh.size()-1;
- const BVH *bvhptr = bvhr.ptr();
-
- stack[0]=pos;
- while(true) {
-
- uint32_t node = stack[level]&NODE_IDX_MASK;
- const BVH &b = bvhptr[ node ];
- bool done=false;
-
- switch(stack[level]>>VISITED_BIT_SHIFT) {
- case TEST_AABB_BIT: {
-
-
- bool valid = b.aabb.intersects_ray(p_begin,p_dir);
- if (!valid) {
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
-
- } else {
-
- if (b.face_index>=0) {
-
- const Triangle &s=triangleptr[ b.face_index ];
- Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
-
-
- Vector3 res;
-
- if (f3.intersects_ray(p_begin,p_dir,&res)) {
-
-
- float nd = n.dot(res);
- if (nd<d) {
-
- d=nd;
- r_point=res;
- r_normal=f3.get_plane().get_normal();
- inters=true;
- }
-
- }
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
-
- } else {
-
- stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
- }
- }
-
- } continue;
- case VISIT_LEFT_BIT: {
-
- stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.left|TEST_AABB_BIT;
- level++;
-
- } continue;
- case VISIT_RIGHT_BIT: {
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.right|TEST_AABB_BIT;
- level++;
- } continue;
- case VISIT_DONE_BIT: {
-
- if (level==0) {
- done=true;
- break;
- } else
- level--;
-
- } continue;
- }
-
-
- if (done)
- break;
- }
-
-
- if (inters) {
-
- if (n.dot(r_normal)>0)
- r_normal=-r_normal;
- }
-
- return inters;
-}
-
-bool TriangleMesh::is_valid() const {
-
- return valid;
-}
-
-DVector<Face3> TriangleMesh::get_faces() const {
-
- if (!valid)
- return DVector<Face3>();
-
- DVector<Face3> faces;
- int ts = triangles.size();
- faces.resize(triangles.size());
-
- DVector<Face3>::Write w=faces.write();
- DVector<Triangle>::Read r = triangles.read();
- DVector<Vector3>::Read rv = vertices.read();
-
- for(int i=0;i<ts;i++) {
- for(int j=0;j<3;j++) {
- w[i].vertex[j]=rv[r[i].indices[j]];
- }
- }
-
- w = DVector<Face3>::Write();
- return faces;
-}
-
-TriangleMesh::TriangleMesh() {
-
- valid=false;
- max_depth=0;
-}
+#include "triangle_mesh.h"
+#include "sort.h"
+
+
+
+int TriangleMesh::_create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc) {
+
+
+ if (p_depth>max_depth) {
+ max_depth=p_depth;
+ }
+
+ if (p_size==1) {
+
+
+ return p_bb[p_from]-p_bvh;
+ } else if (p_size==0) {
+
+ return -1;
+ }
+
+
+ AABB aabb;
+ aabb=p_bb[p_from]->aabb;
+ for(int i=1;i<p_size;i++) {
+
+ aabb.merge_with(p_bb[p_from+i]->aabb);
+ }
+
+ int li=aabb.get_longest_axis_index();
+
+ switch(li) {
+
+ case Vector3::AXIS_X: {
+ SortArray<BVH*,BVHCmpX> sort_x;
+ sort_x.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
+ //sort_x.sort(&p_bb[p_from],p_size);
+ } break;
+ case Vector3::AXIS_Y: {
+ SortArray<BVH*,BVHCmpY> sort_y;
+ sort_y.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
+ //sort_y.sort(&p_bb[p_from],p_size);
+ } break;
+ case Vector3::AXIS_Z: {
+ SortArray<BVH*,BVHCmpZ> sort_z;
+ sort_z.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
+ //sort_z.sort(&p_bb[p_from],p_size);
+
+ } break;
+ }
+
+
+ int left = _create_bvh(p_bvh,p_bb,p_from,p_size/2,p_depth+1,max_depth,max_alloc);
+ int right = _create_bvh(p_bvh,p_bb,p_from+p_size/2,p_size-p_size/2,p_depth+1,max_depth,max_alloc);
+
+ int index=max_alloc++;
+ BVH *_new = &p_bvh[index];
+ _new->aabb=aabb;
+ _new->center=aabb.pos+aabb.size*0.5;
+ _new->face_index=-1;
+ _new->left=left;
+ _new->right=right;
+
+ return index;
+
+}
+
+
+void TriangleMesh::create(const DVector<Vector3>& p_faces) {
+
+ valid=false;
+
+ int fc=p_faces.size();
+ ERR_FAIL_COND(!fc || ((fc%3) != 0));
+ fc/=3;
+ triangles.resize(fc);
+
+ bvh.resize(fc*3); //will never be larger than this (todo make better)
+ DVector<BVH>::Write bw = bvh.write();
+
+ {
+
+ //create faces and indices and base bvh
+ //except for the Set for repeated triangles, everything
+ //goes in-place.
+
+ DVector<Vector3>::Read r = p_faces.read();
+ DVector<Triangle>::Write w = triangles.write();
+ Map<Vector3,int> db;
+
+ for(int i=0;i<fc;i++) {
+
+ Triangle&f=w[i];
+ const Vector3 *v=&r[i*3];
+
+ for(int j=0;j<3;j++) {
+
+ int vidx=-1;
+ Vector3 vs=v[j].snapped(0.0001);
+ Map<Vector3,int>::Element *E=db.find(vs);
+ if (E) {
+ vidx=E->get();
+ } else {
+ vidx=db.size();
+ db[vs]=vidx;
+ }
+
+ f.indices[j]=vidx;
+ if (j==0)
+ bw[i].aabb.pos=vs;
+ else
+ bw[i].aabb.expand_to(vs);
+ }
+
+ f.normal=Face3(r[i*3+0],r[i*3+1],r[i*3+2]).get_plane().get_normal();
+
+ bw[i].left=-1;
+ bw[i].right=-1;
+ bw[i].face_index=i;
+ bw[i].center=bw[i].aabb.pos+bw[i].aabb.size*0.5;
+ }
+
+ vertices.resize(db.size());
+ DVector<Vector3>::Write vw = vertices.write();
+ for (Map<Vector3,int>::Element *E=db.front();E;E=E->next()) {
+ vw[E->get()]=E->key();
+ }
+
+ }
+
+ DVector<BVH*> bwptrs;
+ bwptrs.resize(fc);
+ DVector<BVH*>::Write bwp = bwptrs.write();
+ for(int i=0;i<fc;i++) {
+
+ bwp[i]=&bw[i];
+ }
+
+ max_depth=0;
+ int max_alloc=fc;
+ int max=_create_bvh(bw.ptr(),bwp.ptr(),0,fc,1,max_depth,max_alloc);
+
+ bw=DVector<BVH>::Write(); //clearup
+ bvh.resize(max_alloc); //resize back
+
+ valid=true;
+
+}
+
+
+Vector3 TriangleMesh::get_area_normal(const AABB& p_aabb) const {
+
+ uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
+
+ enum {
+ TEST_AABB_BIT=0,
+ VISIT_LEFT_BIT=1,
+ VISIT_RIGHT_BIT=2,
+ VISIT_DONE_BIT=3,
+ VISITED_BIT_SHIFT=29,
+ NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
+ VISITED_BIT_MASK=~NODE_IDX_MASK,
+
+
+ };
+
+ int n_count=0;
+ Vector3 n;
+
+ //for(int i=0;i<max_depth;i++)
+ // stack[i]=0;
+
+ int level=0;
+
+ DVector<Triangle>::Read trianglesr = triangles.read();
+ DVector<Vector3>::Read verticesr=vertices.read();
+ DVector<BVH>::Read bvhr=bvh.read();
+
+ const Triangle *triangleptr=trianglesr.ptr();
+ const Vector3 *vertexptr=verticesr.ptr();
+ int pos=bvh.size()-1;
+ const BVH *bvhptr = bvhr.ptr();
+
+ stack[0]=pos;
+ while(true) {
+
+ uint32_t node = stack[level]&NODE_IDX_MASK;
+ const BVH &b = bvhptr[ node ];
+ bool done=false;
+
+ switch(stack[level]>>VISITED_BIT_SHIFT) {
+ case TEST_AABB_BIT: {
+
+
+ bool valid = b.aabb.intersects(p_aabb);
+ if (!valid) {
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+
+ } else {
+
+ if (b.face_index>=0) {
+
+ const Triangle &s=triangleptr[ b.face_index ];
+ n+=s.normal;
+ n_count++;
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+
+ } else {
+
+ stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
+ }
+ }
+
+ } continue;
+ case VISIT_LEFT_BIT: {
+
+ stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level+1]=b.left|TEST_AABB_BIT;
+ level++;
+
+ } continue;
+ case VISIT_RIGHT_BIT: {
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level+1]=b.right|TEST_AABB_BIT;
+ level++;
+ } continue;
+ case VISIT_DONE_BIT: {
+
+ if (level==0) {
+ done=true;
+ break;
+ } else
+ level--;
+
+ } continue;
+ }
+
+
+ if (done)
+ break;
+ }
+
+
+ if (n_count>0)
+ n/=n_count;
+
+ return n;
+
+}
+
+
+bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const {
+
+
+ uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
+
+ enum {
+ TEST_AABB_BIT=0,
+ VISIT_LEFT_BIT=1,
+ VISIT_RIGHT_BIT=2,
+ VISIT_DONE_BIT=3,
+ VISITED_BIT_SHIFT=29,
+ NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
+ VISITED_BIT_MASK=~NODE_IDX_MASK,
+
+
+ };
+
+ Vector3 n = (p_end-p_begin).normalized();
+ real_t d=1e10;
+ bool inters=false;
+
+ //for(int i=0;i<max_depth;i++)
+ // stack[i]=0;
+
+ int level=0;
+ //AABB ray_aabb;
+ //ray_aabb.pos=p_begin;
+ //ray_aabb.expand_to(p_end);
+
+
+ DVector<Triangle>::Read trianglesr = triangles.read();
+ DVector<Vector3>::Read verticesr=vertices.read();
+ DVector<BVH>::Read bvhr=bvh.read();
+
+ const Triangle *triangleptr=trianglesr.ptr();
+ const Vector3 *vertexptr=verticesr.ptr();
+ int pos=bvh.size()-1;
+ const BVH *bvhptr = bvhr.ptr();
+
+ stack[0]=pos;
+ while(true) {
+
+ uint32_t node = stack[level]&NODE_IDX_MASK;
+ const BVH &b = bvhptr[ node ];
+ bool done=false;
+
+ switch(stack[level]>>VISITED_BIT_SHIFT) {
+ case TEST_AABB_BIT: {
+
+
+ bool valid = b.aabb.intersects_segment(p_begin,p_end);
+// bool valid = b.aabb.intersects(ray_aabb);
+
+ if (!valid) {
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+
+ } else {
+
+ if (b.face_index>=0) {
+
+ const Triangle &s=triangleptr[ b.face_index ];
+ Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
+
+
+ Vector3 res;
+
+ if (f3.intersects_segment(p_begin,p_end,&res)) {
+
+
+ float nd = n.dot(res);
+ if (nd<d) {
+
+ d=nd;
+ r_point=res;
+ r_normal=f3.get_plane().get_normal();
+ inters=true;
+ }
+
+ }
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+
+ } else {
+
+ stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
+ }
+ }
+
+ } continue;
+ case VISIT_LEFT_BIT: {
+
+ stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level+1]=b.left|TEST_AABB_BIT;
+ level++;
+
+ } continue;
+ case VISIT_RIGHT_BIT: {
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level+1]=b.right|TEST_AABB_BIT;
+ level++;
+ } continue;
+ case VISIT_DONE_BIT: {
+
+ if (level==0) {
+ done=true;
+ break;
+ } else
+ level--;
+
+ } continue;
+ }
+
+
+ if (done)
+ break;
+ }
+
+
+ if (inters) {
+
+ if (n.dot(r_normal)>0)
+ r_normal=-r_normal;
+ }
+
+ return inters;
+}
+
+
+bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const {
+
+
+ uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
+
+ enum {
+ TEST_AABB_BIT=0,
+ VISIT_LEFT_BIT=1,
+ VISIT_RIGHT_BIT=2,
+ VISIT_DONE_BIT=3,
+ VISITED_BIT_SHIFT=29,
+ NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
+ VISITED_BIT_MASK=~NODE_IDX_MASK,
+
+
+ };
+
+ Vector3 n = p_dir;
+ real_t d=1e20;
+ bool inters=false;
+
+ //for(int i=0;i<max_depth;i++)
+ // stack[i]=0;
+
+ int level=0;
+
+ DVector<Triangle>::Read trianglesr = triangles.read();
+ DVector<Vector3>::Read verticesr=vertices.read();
+ DVector<BVH>::Read bvhr=bvh.read();
+
+ const Triangle *triangleptr=trianglesr.ptr();
+ const Vector3 *vertexptr=verticesr.ptr();
+ int pos=bvh.size()-1;
+ const BVH *bvhptr = bvhr.ptr();
+
+ stack[0]=pos;
+ while(true) {
+
+ uint32_t node = stack[level]&NODE_IDX_MASK;
+ const BVH &b = bvhptr[ node ];
+ bool done=false;
+
+ switch(stack[level]>>VISITED_BIT_SHIFT) {
+ case TEST_AABB_BIT: {
+
+
+ bool valid = b.aabb.intersects_ray(p_begin,p_dir);
+ if (!valid) {
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+
+ } else {
+
+ if (b.face_index>=0) {
+
+ const Triangle &s=triangleptr[ b.face_index ];
+ Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
+
+
+ Vector3 res;
+
+ if (f3.intersects_ray(p_begin,p_dir,&res)) {
+
+
+ float nd = n.dot(res);
+ if (nd<d) {
+
+ d=nd;
+ r_point=res;
+ r_normal=f3.get_plane().get_normal();
+ inters=true;
+ }
+
+ }
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+
+ } else {
+
+ stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
+ }
+ }
+
+ } continue;
+ case VISIT_LEFT_BIT: {
+
+ stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level+1]=b.left|TEST_AABB_BIT;
+ level++;
+
+ } continue;
+ case VISIT_RIGHT_BIT: {
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level+1]=b.right|TEST_AABB_BIT;
+ level++;
+ } continue;
+ case VISIT_DONE_BIT: {
+
+ if (level==0) {
+ done=true;
+ break;
+ } else
+ level--;
+
+ } continue;
+ }
+
+
+ if (done)
+ break;
+ }
+
+
+ if (inters) {
+
+ if (n.dot(r_normal)>0)
+ r_normal=-r_normal;
+ }
+
+ return inters;
+}
+
+bool TriangleMesh::is_valid() const {
+
+ return valid;
+}
+
+DVector<Face3> TriangleMesh::get_faces() const {
+
+ if (!valid)
+ return DVector<Face3>();
+
+ DVector<Face3> faces;
+ int ts = triangles.size();
+ faces.resize(triangles.size());
+
+ DVector<Face3>::Write w=faces.write();
+ DVector<Triangle>::Read r = triangles.read();
+ DVector<Vector3>::Read rv = vertices.read();
+
+ for(int i=0;i<ts;i++) {
+ for(int j=0;j<3;j++) {
+ w[i].vertex[j]=rv[r[i].indices[j]];
+ }
+ }
+
+ w = DVector<Face3>::Write();
+ return faces;
+}
+
+TriangleMesh::TriangleMesh() {
+
+ valid=false;
+ max_depth=0;
+}
diff --git a/core/math/triangle_mesh.h b/core/math/triangle_mesh.h
index ab0cb713b1..87d8ce8e6c 100644
--- a/core/math/triangle_mesh.h
+++ b/core/math/triangle_mesh.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -26,74 +26,74 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef TRIANGLE_MESH_H
-#define TRIANGLE_MESH_H
-
-#include "reference.h"
-#include "face3.h"
-class TriangleMesh : public Reference {
-
- OBJ_TYPE( TriangleMesh, Reference);
-
- struct Triangle {
-
- Vector3 normal;
- int indices[3];
- };
-
- DVector<Triangle> triangles;
- DVector<Vector3> vertices;
-
- struct BVH {
-
- AABB aabb;
- Vector3 center; //used for sorting
- int left;
- int right;
-
- int face_index;
- };
-
- struct BVHCmpX {
-
- bool operator()(const BVH* p_left, const BVH* p_right) const {
-
- return p_left->center.x < p_right->center.x;
- }
- };
-
- struct BVHCmpY {
-
- bool operator()(const BVH* p_left, const BVH* p_right) const {
-
- return p_left->center.y < p_right->center.y;
- }
- };
- struct BVHCmpZ {
-
- bool operator()(const BVH* p_left, const BVH* p_right) const {
-
- return p_left->center.z < p_right->center.z;
- }
- };
-
- int _create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc);
-
- DVector<BVH> bvh;
- int max_depth;
- bool valid;
-
-public:
-
- bool is_valid() const;
- bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const;
- bool intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const;
- Vector3 get_area_normal(const AABB& p_aabb) const;
- DVector<Face3> get_faces() const;
-
-
- void create(const DVector<Vector3>& p_faces);
- TriangleMesh();
-};
-
-#endif // TRIANGLE_MESH_H
+#ifndef TRIANGLE_MESH_H
+#define TRIANGLE_MESH_H
+
+#include "reference.h"
+#include "face3.h"
+class TriangleMesh : public Reference {
+
+ OBJ_TYPE( TriangleMesh, Reference);
+
+ struct Triangle {
+
+ Vector3 normal;
+ int indices[3];
+ };
+
+ DVector<Triangle> triangles;
+ DVector<Vector3> vertices;
+
+ struct BVH {
+
+ AABB aabb;
+ Vector3 center; //used for sorting
+ int left;
+ int right;
+
+ int face_index;
+ };
+
+ struct BVHCmpX {
+
+ bool operator()(const BVH* p_left, const BVH* p_right) const {
+
+ return p_left->center.x < p_right->center.x;
+ }
+ };
+
+ struct BVHCmpY {
+
+ bool operator()(const BVH* p_left, const BVH* p_right) const {
+
+ return p_left->center.y < p_right->center.y;
+ }
+ };
+ struct BVHCmpZ {
+
+ bool operator()(const BVH* p_left, const BVH* p_right) const {
+
+ return p_left->center.z < p_right->center.z;
+ }
+ };
+
+ int _create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc);
+
+ DVector<BVH> bvh;
+ int max_depth;
+ bool valid;
+
+public:
+
+ bool is_valid() const;
+ bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const;
+ bool intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const;
+ Vector3 get_area_normal(const AABB& p_aabb) const;
+ DVector<Face3> get_faces() const;
+
+
+ void create(const DVector<Vector3>& p_faces);
+ TriangleMesh();
+};
+
+#endif // TRIANGLE_MESH_H
diff --git a/core/math/triangulate.cpp b/core/math/triangulate.cpp
index 4a870def4b..b13e13c47d 100644
--- a/core/math/triangulate.cpp
+++ b/core/math/triangulate.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/triangulate.h b/core/math/triangulate.h
index b20b37bd44..927b7efb8d 100644
--- a/core/math/triangulate.h
+++ b/core/math/triangulate.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/vector3.cpp b/core/math/vector3.cpp
index cf6fd9242e..a3877eb9ff 100644
--- a/core/math/vector3.cpp
+++ b/core/math/vector3.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -27,27 +27,12 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "vector3.h"
-
+#include "matrix3.h"
void Vector3::rotate(const Vector3& p_axis,float p_phi) {
- Vector3 axis1 = cross(p_axis);
- float l = axis1.length();
- if (l==0)
- return;
- axis1/=l;
- Vector3 axis2 = axis1.cross(p_axis).normalized();
-
- float _x = axis1.dot(*this);
- float _y = axis2.dot(*this);
-
- float ang = Math::atan2(_x,_y);
-
- ang+=p_phi;
-
- *this=((axis1 * Math::cos(ang)) + (axis2 * Math::sin(ang))) * length();
-
+ *this=Matrix3(p_axis,p_phi).xform(*this);
}
Vector3 Vector3::rotated(const Vector3& p_axis,float p_phi) const {
diff --git a/core/math/vector3.h b/core/math/vector3.h
index d2f2408829..d27b611379 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */