277b24dfb7
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
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) 2007-2018 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2018 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> *p_triangles_indices) const;
|
|
|
|
void create(const PoolVector<Vector3> &p_faces);
|
|
TriangleMesh();
|
|
};
|
|
|
|
#endif // TRIANGLE_MESH_H
|