123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100 |
- /*************************************************************************/
- /* 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 "face3.h"
- #include "reference.h"
- class TriangleMesh : public Reference {
- OBJ_TYPE(TriangleMesh, Reference);
- struct Triangle {
- Vector3 normal;
- int indices[3];
- };
- DVector<Triangle> triangles;
- DVector<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);
- DVector<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;
- Vector3 get_area_normal(const AABB &p_aabb) const;
- DVector<Face3> get_faces() const;
- void create(const DVector<Vector3> &p_faces);
- TriangleMesh();
- };
- #endif // TRIANGLE_MESH_H
|