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/*************************************************************************/
/* triangle_mesh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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/reference.h"
class TriangleMesh : public Reference {
GDCLASS(TriangleMesh, Reference);
struct Triangle {
Vector3 normal;
int indices[3];
};
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;
Vector<Triangle> get_triangles() const { return triangles; }
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
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