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								/**************************************************************************/
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								/*  triangle_mesh.h                                                       */
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								/**************************************************************************/
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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											2018-01-05 00:50:27 +01:00
										 
									 
								 
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											2014-02-09 22:10:30 -03:00
										 
									 
								 
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								#pragma once
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											2018-09-11 18:13:45 +02:00
										 
									 
								 
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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 {
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									GDCLASS(TriangleMesh, RefCounted);
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								public:
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									struct Triangle {
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										Vector3 normal;
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										int indices[3];
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										int32_t surface_index = 0;
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									};
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								protected:
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									static void _bind_methods();
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								private:
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									Vector<Triangle> triangles;
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									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 = -1;
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										int right = -1;
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										int32_t face_index = -1;
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									};
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									struct BVHCmpX {
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										bool operator()(const BVH *p_left, const BVH *p_right) const {
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											return p_left->center.x < p_right->center.x;
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										}
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									};
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									struct BVHCmpY {
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										bool operator()(const BVH *p_left, const BVH *p_right) const {
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											return p_left->center.y < p_right->center.y;
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										}
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									};
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									struct BVHCmpZ {
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										bool operator()(const BVH *p_left, const BVH *p_right) const {
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											return p_left->center.z < p_right->center.z;
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										}
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									};
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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 = 0;
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									bool valid = false;
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								public:
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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, int32_t *r_face_index = nullptr) const;
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									bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr, int32_t *r_face_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; }
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									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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									// Wrapped functions for compatibility with method bindings
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									// and user exposed script api that can't use more native types.
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									bool create_from_faces(const Vector<Vector3> &p_faces);
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									Dictionary intersect_segment_scriptwrap(const Vector3 &p_begin, const Vector3 &p_end) const;
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									Dictionary intersect_ray_scriptwrap(const Vector3 &p_begin, const Vector3 &p_dir) const;
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									Vector<Vector3> get_faces_scriptwrap() const;
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									TriangleMesh();
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								};
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