/*************************************************************************/
/*  triangle_mesh.h                                                      */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                 */
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/* a copy of this software and associated documentation files (the       */
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/*************************************************************************/
#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