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path: root/core/math/triangle_mesh.cpp
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-rw-r--r--core/math/triangle_mesh.cpp416
1 files changed, 191 insertions, 225 deletions
diff --git a/core/math/triangle_mesh.cpp b/core/math/triangle_mesh.cpp
index 247cb90a48..93c6b2786e 100644
--- a/core/math/triangle_mesh.cpp
+++ b/core/math/triangle_mesh.cpp
@@ -29,81 +29,73 @@
#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) {
-
-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_depth > max_depth) {
+ max_depth = p_depth;
}
- if (p_size==1) {
+ if (p_size == 1) {
-
- return p_bb[p_from]-p_bvh;
- } else if (p_size==0) {
+ return p_bb[p_from] - p_bvh;
+ } else if (p_size == 0) {
return -1;
}
-
Rect3 aabb;
- aabb=p_bb[p_from]->aabb;
- for(int i=1;i<p_size;i++) {
+ aabb = p_bb[p_from]->aabb;
+ for (int i = 1; i < p_size; i++) {
- aabb.merge_with(p_bb[p_from+i]->aabb);
+ aabb.merge_with(p_bb[p_from + i]->aabb);
}
- int li=aabb.get_longest_axis_index();
+ int li = aabb.get_longest_axis_index();
- switch(li) {
+ 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]);
+ 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]);
+ 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]);
+ 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 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++;
+ 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;
+ _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 PoolVector<Vector3> &p_faces) {
-void TriangleMesh::create(const PoolVector<Vector3>& p_faces) {
+ valid = false;
- valid=false;
-
- int fc=p_faces.size();
- ERR_FAIL_COND(!fc || ((fc%3) != 0));
- fc/=3;
+ 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)
+ bvh.resize(fc * 3); //will never be larger than this (todo make better)
PoolVector<BVH>::Write bw = bvh.write();
{
@@ -114,148 +106,143 @@ void TriangleMesh::create(const PoolVector<Vector3>& p_faces) {
PoolVector<Vector3>::Read r = p_faces.read();
PoolVector<Triangle>::Write w = triangles.write();
- Map<Vector3,int> db;
+ Map<Vector3, int> db;
- for(int i=0;i<fc;i++) {
+ for (int i = 0; i < fc; i++) {
- Triangle&f=w[i];
- const Vector3 *v=&r[i*3];
+ Triangle &f = w[i];
+ const Vector3 *v = &r[i * 3];
- for(int j=0;j<3;j++) {
+ 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);
+ int vidx = -1;
+ Vector3 vs = v[j].snapped(0.0001);
+ Map<Vector3, int>::Element *E = db.find(vs);
if (E) {
- vidx=E->get();
+ vidx = E->get();
} else {
- vidx=db.size();
- db[vs]=vidx;
+ vidx = db.size();
+ db[vs] = vidx;
}
- f.indices[j]=vidx;
- if (j==0)
- bw[i].aabb.pos=vs;
+ 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();
+ 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;
+ 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());
PoolVector<Vector3>::Write vw = vertices.write();
- for (Map<Vector3,int>::Element *E=db.front();E;E=E->next()) {
- vw[E->get()]=E->key();
+ for (Map<Vector3, int>::Element *E = db.front(); E; E = E->next()) {
+ vw[E->get()] = E->key();
}
-
}
- PoolVector<BVH*> bwptrs;
+ PoolVector<BVH *> bwptrs;
bwptrs.resize(fc);
- PoolVector<BVH*>::Write bwp = bwptrs.write();
- for(int i=0;i<fc;i++) {
+ PoolVector<BVH *>::Write bwp = bwptrs.write();
+ for (int i = 0; i < fc; i++) {
- bwp[i]=&bw[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);
+ max_depth = 0;
+ int max_alloc = fc;
+ int max = _create_bvh(bw.ptr(), bwp.ptr(), 0, fc, 1, max_depth, max_alloc);
- bw=PoolVector<BVH>::Write(); //clearup
+ bw = PoolVector<BVH>::Write(); //clearup
bvh.resize(max_alloc); //resize back
- valid=true;
-
+ valid = true;
}
+Vector3 TriangleMesh::get_area_normal(const Rect3 &p_aabb) const {
-Vector3 TriangleMesh::get_area_normal(const Rect3& p_aabb) const {
-
- uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
+ 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,
-
+ 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;
+ int n_count = 0;
Vector3 n;
- int level=0;
+ int level = 0;
PoolVector<Triangle>::Read trianglesr = triangles.read();
- PoolVector<Vector3>::Read verticesr=vertices.read();
- PoolVector<BVH>::Read bvhr=bvh.read();
+ PoolVector<Vector3>::Read verticesr = vertices.read();
+ PoolVector<BVH>::Read bvhr = bvh.read();
- const Triangle *triangleptr=trianglesr.ptr();
- int pos=bvh.size()-1;
+ const Triangle *triangleptr = trianglesr.ptr();
+ int pos = bvh.size() - 1;
const BVH *bvhptr = bvhr.ptr();
- stack[0]=pos;
- while(true) {
+ stack[0] = pos;
+ while (true) {
- uint32_t node = stack[level]&NODE_IDX_MASK;
- const BVH &b = bvhptr[ node ];
- bool done=false;
+ uint32_t node = stack[level] & NODE_IDX_MASK;
+ const BVH &b = bvhptr[node];
+ bool done = false;
- switch(stack[level]>>VISITED_BIT_SHIFT) {
+ 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;
+ stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
- if (b.face_index>=0) {
+ if (b.face_index >= 0) {
- const Triangle &s=triangleptr[ b.face_index ];
- n+=s.normal;
+ const Triangle &s = triangleptr[b.face_index];
+ n += s.normal;
n_count++;
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
- stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
+ 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;
+ 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;
+ 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;
+ if (level == 0) {
+ done = true;
break;
} else
level--;
@@ -263,121 +250,111 @@ Vector3 TriangleMesh::get_area_normal(const Rect3& p_aabb) const {
}
}
-
if (done)
break;
}
-
- if (n_count>0)
- n/=n_count;
+ 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 {
-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);
+ 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,
-
+ 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;
+ Vector3 n = (p_end - p_begin).normalized();
+ real_t d = 1e10;
+ bool inters = false;
- int level=0;
+ int level = 0;
PoolVector<Triangle>::Read trianglesr = triangles.read();
- PoolVector<Vector3>::Read verticesr=vertices.read();
- PoolVector<BVH>::Read bvhr=bvh.read();
+ PoolVector<Vector3>::Read verticesr = vertices.read();
+ PoolVector<BVH>::Read bvhr = bvh.read();
- const Triangle *triangleptr=trianglesr.ptr();
- const Vector3 *vertexptr=verticesr.ptr();
- int pos=bvh.size()-1;
+ 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) {
+ stack[0] = pos;
+ while (true) {
- uint32_t node = stack[level]&NODE_IDX_MASK;
- const BVH &b = bvhptr[ node ];
- bool done=false;
+ uint32_t node = stack[level] & NODE_IDX_MASK;
+ const BVH &b = bvhptr[node];
+ bool done = false;
- switch(stack[level]>>VISITED_BIT_SHIFT) {
+ 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_segment(p_begin, p_end);
//bool valid = b.aabb.intersects(ray_aabb);
if (!valid) {
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+ 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] ]);
+ 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)) {
-
+ if (f3.intersects_segment(p_begin, p_end, &res)) {
real_t nd = n.dot(res);
- if (nd<d) {
+ if (nd < d) {
- d=nd;
- r_point=res;
- r_normal=f3.get_plane().get_normal();
- inters=true;
+ d = nd;
+ r_point = res;
+ r_normal = f3.get_plane().get_normal();
+ inters = true;
}
-
}
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
- stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
+ 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;
+ 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;
+ 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;
+ if (level == 0) {
+ done = true;
break;
} else
level--;
@@ -385,121 +362,112 @@ bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end
}
}
-
if (done)
break;
}
-
if (inters) {
- if (n.dot(r_normal)>0)
- r_normal=-r_normal;
+ 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 {
-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);
+ 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,
-
+ 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;
+ real_t d = 1e20;
+ bool inters = false;
- int level=0;
+ int level = 0;
PoolVector<Triangle>::Read trianglesr = triangles.read();
- PoolVector<Vector3>::Read verticesr=vertices.read();
- PoolVector<BVH>::Read bvhr=bvh.read();
+ PoolVector<Vector3>::Read verticesr = vertices.read();
+ PoolVector<BVH>::Read bvhr = bvh.read();
- const Triangle *triangleptr=trianglesr.ptr();
- const Vector3 *vertexptr=verticesr.ptr();
- int pos=bvh.size()-1;
+ 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) {
+ stack[0] = pos;
+ while (true) {
- uint32_t node = stack[level]&NODE_IDX_MASK;
- const BVH &b = bvhptr[ node ];
- bool done=false;
+ uint32_t node = stack[level] & NODE_IDX_MASK;
+ const BVH &b = bvhptr[node];
+ bool done = false;
- switch(stack[level]>>VISITED_BIT_SHIFT) {
+ switch (stack[level] >> VISITED_BIT_SHIFT) {
case TEST_AABB_BIT: {
-
- bool valid = b.aabb.intersects_ray(p_begin,p_dir);
+ bool valid = b.aabb.intersects_ray(p_begin, p_dir);
if (!valid) {
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+ 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] ]);
+ 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)) {
-
+ if (f3.intersects_ray(p_begin, p_dir, &res)) {
real_t nd = n.dot(res);
- if (nd<d) {
+ if (nd < d) {
- d=nd;
- r_point=res;
- r_normal=f3.get_plane().get_normal();
- inters=true;
+ d = nd;
+ r_point = res;
+ r_normal = f3.get_plane().get_normal();
+ inters = true;
}
-
}
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
- stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
+ 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;
+ 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;
+ 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;
+ if (level == 0) {
+ done = true;
break;
} else
level--;
@@ -507,16 +475,14 @@ bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vec
}
}
-
if (done)
break;
}
-
if (inters) {
- if (n.dot(r_normal)>0)
- r_normal=-r_normal;
+ if (n.dot(r_normal) > 0)
+ r_normal = -r_normal;
}
return inters;
@@ -536,13 +502,13 @@ PoolVector<Face3> TriangleMesh::get_faces() const {
int ts = triangles.size();
faces.resize(triangles.size());
- PoolVector<Face3>::Write w=faces.write();
+ PoolVector<Face3>::Write w = faces.write();
PoolVector<Triangle>::Read r = triangles.read();
PoolVector<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]];
+ for (int i = 0; i < ts; i++) {
+ for (int j = 0; j < 3; j++) {
+ w[i].vertex[j] = rv[r[i].indices[j]];
}
}
@@ -552,6 +518,6 @@ PoolVector<Face3> TriangleMesh::get_faces() const {
TriangleMesh::TriangleMesh() {
- valid=false;
- max_depth=0;
+ valid = false;
+ max_depth = 0;
}