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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  triangle_mesh.h                                                       */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* Copyright (c) 2007-2014 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.                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
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										 |  |  | #ifndef TRIANGLE_MESH_H
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							|  |  |  | #define TRIANGLE_MESH_H
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										 |  |  | #include "core/math/face3.h"
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										 |  |  | #include "core/object/ref_counted.h"
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										 |  |  | class TriangleMesh : public RefCounted { | 
					
						
							|  |  |  | 	GDCLASS(TriangleMesh, RefCounted); | 
					
						
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										 |  |  | public: | 
					
						
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										 |  |  | 	struct Triangle { | 
					
						
							|  |  |  | 		Vector3 normal; | 
					
						
							|  |  |  | 		int indices[3]; | 
					
						
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										 |  |  | 		int32_t surface_index; | 
					
						
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										 |  |  | 	}; | 
					
						
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										 |  |  | private: | 
					
						
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										 |  |  | 	Vector<Triangle> triangles; | 
					
						
							|  |  |  | 	Vector<Vector3> vertices; | 
					
						
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							|  |  |  | 	struct BVH { | 
					
						
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										 |  |  | 		AABB aabb; | 
					
						
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										 |  |  | 		Vector3 center; //used for sorting
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							|  |  |  | 		int left; | 
					
						
							|  |  |  | 		int right; | 
					
						
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							|  |  |  | 		int face_index; | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | 	struct BVHCmpX { | 
					
						
							|  |  |  | 		bool operator()(const BVH *p_left, const BVH *p_right) const { | 
					
						
							|  |  |  | 			return p_left->center.x < p_right->center.x; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | 	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; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | 	int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc); | 
					
						
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										 |  |  | 	Vector<BVH> bvh; | 
					
						
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										 |  |  | 	int max_depth; | 
					
						
							|  |  |  | 	bool valid; | 
					
						
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							|  |  |  | 	bool is_valid() const; | 
					
						
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										 |  |  | 	bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr) const; | 
					
						
							|  |  |  | 	bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr) const; | 
					
						
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										 |  |  | 	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; | 
					
						
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										 |  |  | 	Vector<Face3> get_faces() const; | 
					
						
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										 |  |  | 	const Vector<Triangle> &get_triangles() const { return triangles; } | 
					
						
							|  |  |  | 	const Vector<Vector3> &get_vertices() const { return vertices; } | 
					
						
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										 |  |  | 	void get_indices(Vector<int> *r_triangles_indices) const; | 
					
						
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										 |  |  | 	void create(const Vector<Vector3> &p_faces, const Vector<int32_t> &p_surface_indices = Vector<int32_t>()); | 
					
						
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										 |  |  | 	TriangleMesh(); | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | #endif // TRIANGLE_MESH_H
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