Expose TriangleMesh api functions wrapped for scripting

Adds script wrapped TriangleMesh api functions to create and query the triangle BVH tree.
This commit is contained in:
smix8 2025-03-25 19:43:15 +01:00
parent c7ea8614d7
commit f2197a1013
5 changed files with 250 additions and 12 deletions

View file

@ -182,7 +182,11 @@ void TriangleMesh::create(const Vector<Vector3> &p_faces, const Vector<int32_t>
valid = true;
}
bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index) const {
bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index, int32_t *r_face_index) const {
if (!valid) {
return false;
}
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
enum {
@ -234,6 +238,9 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en
if (r_surf_index) {
*r_surf_index = s.surface_index;
}
if (r_face_index) {
*r_face_index = b.face_index;
}
inters = true;
}
}
@ -283,7 +290,11 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en
return inters;
}
bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index) const {
bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index, int32_t *r_face_index) const {
if (!valid) {
return false;
}
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
enum {
@ -335,6 +346,9 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V
if (r_surf_index) {
*r_surf_index = s.surface_index;
}
if (r_face_index) {
*r_face_index = b.face_index;
}
inters = true;
}
}
@ -385,6 +399,10 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V
}
bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, Vector3 p_scale) const {
if (!valid) {
return false;
}
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
enum {
@ -503,6 +521,85 @@ Vector<Face3> TriangleMesh::get_faces() const {
return faces;
}
bool TriangleMesh::create_from_faces(const Vector<Vector3> &p_faces) {
create(p_faces);
return is_valid();
}
Dictionary TriangleMesh::intersect_segment_scriptwrap(const Vector3 &p_begin, const Vector3 &p_end) const {
if (!valid) {
return Dictionary();
}
Vector3 r_point;
Vector3 r_normal;
int32_t r_face_index = -1;
bool intersected = intersect_segment(p_begin, p_end, r_point, r_normal, nullptr, &r_face_index);
if (!intersected) {
return Dictionary();
}
Dictionary result;
result["position"] = r_point;
result["normal"] = r_normal;
result["face_index"] = r_face_index;
return result;
}
Dictionary TriangleMesh::intersect_ray_scriptwrap(const Vector3 &p_begin, const Vector3 &p_dir) const {
if (!valid) {
return Dictionary();
}
Vector3 r_point;
Vector3 r_normal;
int32_t r_face_index = -1;
bool intersected = intersect_ray(p_begin, p_dir, r_point, r_normal, nullptr, &r_face_index);
if (!intersected) {
return Dictionary();
}
Dictionary result;
result["position"] = r_point;
result["normal"] = r_normal;
result["face_index"] = r_face_index;
return result;
}
Vector<Vector3> TriangleMesh::get_faces_scriptwrap() const {
if (!valid) {
return Vector<Vector3>();
}
Vector<Vector3> faces;
int ts = triangles.size();
faces.resize(triangles.size() * 3);
Vector3 *w = faces.ptrw();
const Triangle *r = triangles.ptr();
const Vector3 *rv = vertices.ptr();
for (int i = 0; i < ts; i++) {
for (int j = 0; j < 3; j++) {
w[i * 3 + j] = rv[r[i].indices[j]];
}
}
return faces;
}
void TriangleMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("create_from_faces", "faces"), &TriangleMesh::create_from_faces);
ClassDB::bind_method(D_METHOD("get_faces"), &TriangleMesh::get_faces_scriptwrap);
ClassDB::bind_method(D_METHOD("intersect_segment", "begin", "end"), &TriangleMesh::intersect_segment_scriptwrap);
ClassDB::bind_method(D_METHOD("intersect_ray", "begin", "dir"), &TriangleMesh::intersect_ray_scriptwrap);
}
TriangleMesh::TriangleMesh() {
valid = false;
max_depth = 0;

View file

@ -40,9 +40,12 @@ public:
struct Triangle {
Vector3 normal;
int indices[3];
int32_t surface_index;
int32_t surface_index = 0;
};
protected:
static void _bind_methods();
private:
Vector<Triangle> triangles;
Vector<Vector3> vertices;
@ -50,10 +53,10 @@ private:
struct BVH {
AABB aabb;
Vector3 center; //used for sorting
int left;
int right;
int left = -1;
int right = -1;
int face_index;
int32_t face_index = -1;
};
struct BVHCmpX {
@ -76,13 +79,13 @@ private:
int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
Vector<BVH> bvh;
int max_depth;
bool valid;
int max_depth = 0;
bool valid = false;
public:
bool is_valid() const;
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;
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;
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;
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;
Vector<Face3> get_faces() const;
@ -91,5 +94,13 @@ public:
void get_indices(Vector<int> *r_triangles_indices) const;
void create(const Vector<Vector3> &p_faces, const Vector<int32_t> &p_surface_indices = Vector<int32_t>());
// Wrapped functions for compatibility with method bindings
// and user exposed script api that can't use more native types.
bool create_from_faces(const Vector<Vector3> &p_faces);
Dictionary intersect_segment_scriptwrap(const Vector3 &p_begin, const Vector3 &p_end) const;
Dictionary intersect_ray_scriptwrap(const Vector3 &p_begin, const Vector3 &p_dir) const;
Vector<Vector3> get_faces_scriptwrap() const;
TriangleMesh();
};