Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
106 lines
3.9 KiB
C++
106 lines
3.9 KiB
C++
/*************************************************************************/
|
|
/* 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];
|
|
};
|
|
|
|
PoolVector<Triangle> triangles;
|
|
PoolVector<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);
|
|
|
|
PoolVector<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;
|
|
bool inside_convex_shape(const Plane *p_planes, int p_plane_count, Vector3 p_scale = Vector3(1, 1, 1)) const;
|
|
Vector3 get_area_normal(const AABB &p_aabb) const;
|
|
PoolVector<Face3> get_faces() const;
|
|
|
|
PoolVector<Triangle> get_triangles() const { return triangles; }
|
|
PoolVector<Vector3> get_vertices() const { return vertices; }
|
|
void get_indices(PoolVector<int> *r_triangles_indices) const;
|
|
|
|
void create(const PoolVector<Vector3> &p_faces);
|
|
TriangleMesh();
|
|
};
|
|
|
|
#endif // TRIANGLE_MESH_H
|