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bc26f90581
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
100 lines
3.5 KiB
C++
100 lines
3.5 KiB
C++
/*************************************************************************/
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/* triangle_mesh.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef TRIANGLE_MESH_H
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#define TRIANGLE_MESH_H
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#include "reference.h"
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#include "face3.h"
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class TriangleMesh : public Reference {
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GDCLASS( TriangleMesh, Reference);
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struct Triangle {
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Vector3 normal;
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int indices[3];
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};
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PoolVector<Triangle> triangles;
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PoolVector<Vector3> vertices;
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struct BVH {
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Rect3 aabb;
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Vector3 center; //used for sorting
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int left;
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int right;
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int face_index;
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};
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struct BVHCmpX {
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bool operator()(const BVH* p_left, const BVH* p_right) const {
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return p_left->center.x < p_right->center.x;
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}
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};
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struct BVHCmpY {
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bool operator()(const BVH* p_left, const BVH* p_right) const {
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return p_left->center.y < p_right->center.y;
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}
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};
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struct BVHCmpZ {
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bool operator()(const BVH* p_left, const BVH* p_right) const {
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return p_left->center.z < p_right->center.z;
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}
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};
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int _create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc);
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PoolVector<BVH> bvh;
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int max_depth;
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bool valid;
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public:
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bool is_valid() const;
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bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const;
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bool intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const;
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Vector3 get_area_normal(const Rect3& p_aabb) const;
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PoolVector<Face3> get_faces() const;
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void create(const PoolVector<Vector3>& p_faces);
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TriangleMesh();
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};
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#endif // TRIANGLE_MESH_H
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