/*************************************************************************/ /* triangle_mesh.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* 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 "core/math/face3.h" #include "core/object/ref_counted.h" class TriangleMesh : public RefCounted { GDCLASS(TriangleMesh, RefCounted); public: struct Triangle { Vector3 normal; int indices[3]; }; private: Vector<Triangle> triangles; Vector<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); Vector<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; bool intersect_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const; bool inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, Vector3 p_scale = Vector3(1, 1, 1)) const; Vector3 get_area_normal(const AABB &p_aabb) const; Vector<Face3> get_faces() const; const Vector<Triangle> &get_triangles() const { return triangles; } const Vector<Vector3> &get_vertices() const { return vertices; } void get_indices(Vector<int> *r_triangles_indices) const; void create(const Vector<Vector3> &p_faces); TriangleMesh(); }; #endif // TRIANGLE_MESH_H