triangle_mesh.h 4.0 KB

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  1. /**************************************************************************/
  2. /* triangle_mesh.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef TRIANGLE_MESH_H
  31. #define TRIANGLE_MESH_H
  32. #include "core/math/face3.h"
  33. #include "core/object/ref_counted.h"
  34. class TriangleMesh : public RefCounted {
  35. GDCLASS(TriangleMesh, RefCounted);
  36. public:
  37. struct Triangle {
  38. Vector3 normal;
  39. int indices[3];
  40. int32_t surface_index;
  41. };
  42. private:
  43. Vector<Triangle> triangles;
  44. Vector<Vector3> vertices;
  45. struct BVH {
  46. AABB aabb;
  47. Vector3 center; //used for sorting
  48. int left;
  49. int right;
  50. int face_index;
  51. };
  52. struct BVHCmpX {
  53. bool operator()(const BVH *p_left, const BVH *p_right) const {
  54. return p_left->center.x < p_right->center.x;
  55. }
  56. };
  57. struct BVHCmpY {
  58. bool operator()(const BVH *p_left, const BVH *p_right) const {
  59. return p_left->center.y < p_right->center.y;
  60. }
  61. };
  62. struct BVHCmpZ {
  63. bool operator()(const BVH *p_left, const BVH *p_right) const {
  64. return p_left->center.z < p_right->center.z;
  65. }
  66. };
  67. int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
  68. Vector<BVH> bvh;
  69. int max_depth;
  70. bool valid;
  71. public:
  72. bool is_valid() const;
  73. bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr) const;
  74. bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr) const;
  75. bool inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, Vector3 p_scale = Vector3(1, 1, 1)) const;
  76. Vector<Face3> get_faces() const;
  77. const Vector<Triangle> &get_triangles() const { return triangles; }
  78. const Vector<Vector3> &get_vertices() const { return vertices; }
  79. void get_indices(Vector<int> *r_triangles_indices) const;
  80. void create(const Vector<Vector3> &p_faces, const Vector<int32_t> &p_surface_indices = Vector<int32_t>());
  81. TriangleMesh();
  82. };
  83. #endif // TRIANGLE_MESH_H