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-rw-r--r--core/math/triangle_mesh.h22
1 files changed, 10 insertions, 12 deletions
diff --git a/core/math/triangle_mesh.h b/core/math/triangle_mesh.h
index 65250c023d..7f81e54613 100644
--- a/core/math/triangle_mesh.h
+++ b/core/math/triangle_mesh.h
@@ -29,11 +29,11 @@
#ifndef TRIANGLE_MESH_H
#define TRIANGLE_MESH_H
-#include "reference.h"
#include "face3.h"
+#include "reference.h"
class TriangleMesh : public Reference {
- GDCLASS( TriangleMesh, Reference);
+ GDCLASS(TriangleMesh, Reference);
struct Triangle {
@@ -56,7 +56,7 @@ class TriangleMesh : public Reference {
struct BVHCmpX {
- bool operator()(const BVH* p_left, const BVH* p_right) const {
+ bool operator()(const BVH *p_left, const BVH *p_right) const {
return p_left->center.x < p_right->center.x;
}
@@ -64,35 +64,33 @@ class TriangleMesh : public Reference {
struct BVHCmpY {
- bool operator()(const BVH* p_left, const BVH* p_right) const {
+ 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 {
+ 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);
+ int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
PoolVector<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 Rect3& p_aabb) 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 Rect3 &p_aabb) const;
PoolVector<Face3> get_faces() const;
-
- void create(const PoolVector<Vector3>& p_faces);
+ void create(const PoolVector<Vector3> &p_faces);
TriangleMesh();
};