/*************************************************************************/ /* triangle_mesh.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "reference.h" #include "face3.h" class TriangleMesh : public Reference { GDCLASS( TriangleMesh, Reference); struct Triangle { Vector3 normal; int indices[3]; }; PoolVector triangles; PoolVector vertices; struct BVH { Rect3 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); PoolVector 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; PoolVector get_faces() const; void create(const PoolVector& p_faces); TriangleMesh(); }; #endif // TRIANGLE_MESH_H