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		b5334d14f7
		
			
		
	
	
	
	
		
			
			Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
		
	
			
		
			
				
	
	
		
			250 lines
		
	
	
	
		
			9.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			250 lines
		
	
	
	
		
			9.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  face3.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) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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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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| 
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| #ifndef FACE3_H
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| #define FACE3_H
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| 
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| #include "core/math/aabb.h"
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| #include "core/math/plane.h"
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| #include "core/math/transform.h"
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| #include "core/math/vector3.h"
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| 
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| class Face3 {
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| public:
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| 	enum Side {
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| 		SIDE_OVER,
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| 		SIDE_UNDER,
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| 		SIDE_SPANNING,
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| 		SIDE_COPLANAR
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| 	};
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| 
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| 	Vector3 vertex[3];
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| 
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| 	/**
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|          *
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|          * @param p_plane plane used to split the face
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|          * @param p_res array of at least 3 faces, amount used in functio return
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|          * @param p_is_point_over array of at least 3 booleans, determining which face is over the plane, amount used in functio return
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|          * @param _epsilon constant used for numerical error rounding, to add "thickness" to the plane (so coplanar points can happen)
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|          * @return amount of faces generated by the split, either 0 (means no split possible), 2 or 3
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|          */
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| 
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| 	int split_by_plane(const Plane &p_plane, Face3 *p_res, bool *p_is_point_over) const;
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| 
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| 	Plane get_plane(ClockDirection p_dir = CLOCKWISE) const;
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| 	Vector3 get_random_point_inside() const;
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| 
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| 	Side get_side_of(const Face3 &p_face, ClockDirection p_clock_dir = CLOCKWISE) const;
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| 
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| 	bool is_degenerate() const;
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| 	real_t get_area() const;
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| 
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| 	Vector3 get_median_point() const;
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| 	Vector3 get_closest_point_to(const Vector3 &p_point) const;
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| 
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| 	bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection = nullptr) const;
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| 	bool intersects_segment(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection = nullptr) const;
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| 
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| 	ClockDirection get_clock_dir() const; ///< todo, test if this is returning the proper clockwisity
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| 
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| 	void get_support(const Vector3 &p_normal, const Transform &p_transform, Vector3 *p_vertices, int *p_count, int p_max) const;
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| 	void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const;
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| 
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| 	AABB get_aabb() const {
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| 		AABB aabb(vertex[0], Vector3());
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| 		aabb.expand_to(vertex[1]);
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| 		aabb.expand_to(vertex[2]);
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| 		return aabb;
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| 	}
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| 
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| 	bool intersects_aabb(const AABB &p_aabb) const;
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| 	_FORCE_INLINE_ bool intersects_aabb2(const AABB &p_aabb) const;
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| 	operator String() const;
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| 
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| 	inline Face3() {}
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| 	inline Face3(const Vector3 &p_v1, const Vector3 &p_v2, const Vector3 &p_v3) {
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| 		vertex[0] = p_v1;
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| 		vertex[1] = p_v2;
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| 		vertex[2] = p_v3;
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| 	}
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| };
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| 
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| bool Face3::intersects_aabb2(const AABB &p_aabb) const {
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| 	Vector3 perp = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]);
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| 
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| 	Vector3 half_extents = p_aabb.size * 0.5;
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| 	Vector3 ofs = p_aabb.position + half_extents;
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| 
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| 	Vector3 sup = Vector3(
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| 			(perp.x > 0) ? -half_extents.x : half_extents.x,
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| 			(perp.y > 0) ? -half_extents.y : half_extents.y,
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| 			(perp.z > 0) ? -half_extents.z : half_extents.z);
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| 
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| 	real_t d = perp.dot(vertex[0]);
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| 	real_t dist_a = perp.dot(ofs + sup) - d;
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| 	real_t dist_b = perp.dot(ofs - sup) - d;
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| 
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| 	if (dist_a * dist_b > 0) {
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| 		return false; //does not intersect the plane
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| 	}
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| 
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| #define TEST_AXIS(m_ax)                                            \
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| 	{                                                              \
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| 		real_t aabb_min = p_aabb.position.m_ax;                    \
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| 		real_t aabb_max = p_aabb.position.m_ax + p_aabb.size.m_ax; \
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| 		real_t tri_min, tri_max;                                   \
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| 		for (int i = 0; i < 3; i++) {                              \
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| 			if (i == 0 || vertex[i].m_ax > tri_max)                \
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| 				tri_max = vertex[i].m_ax;                          \
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| 			if (i == 0 || vertex[i].m_ax < tri_min)                \
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| 				tri_min = vertex[i].m_ax;                          \
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| 		}                                                          \
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|                                                                    \
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| 		if (tri_max < aabb_min || aabb_max < tri_min)              \
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| 			return false;                                          \
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| 	}
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| 
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| 	TEST_AXIS(x);
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| 	TEST_AXIS(y);
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| 	TEST_AXIS(z);
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| 
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| #undef TEST_AXIS
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| 
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| 	Vector3 edge_norms[3] = {
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| 		vertex[0] - vertex[1],
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| 		vertex[1] - vertex[2],
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| 		vertex[2] - vertex[0],
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| 	};
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| 
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| 	for (int i = 0; i < 12; i++) {
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| 		Vector3 from, to;
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| 		switch (i) {
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| 			case 0: {
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| 				from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z);
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| 				to = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z);
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| 			} break;
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| 			case 1: {
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| 				from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
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| 				to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z);
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| 			} break;
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| 			case 2: {
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| 				from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
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| 				to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
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| 
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| 			} break;
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| 			case 3: {
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| 				from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z);
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| 				to = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
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| 
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| 			} break;
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| 			case 4: {
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| 				from = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
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| 				to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
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| 			} break;
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| 			case 5: {
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| 				from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
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| 				to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
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| 			} break;
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| 			case 6: {
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| 				from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
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| 				to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
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| 
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| 			} break;
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| 			case 7: {
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| 				from = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
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| 				to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
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| 
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| 			} break;
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| 			case 8: {
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| 				from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
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| 				to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
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| 
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| 			} break;
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| 			case 9: {
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| 				from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z);
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| 				to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
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| 
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| 			} break;
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| 			case 10: {
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| 				from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z);
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| 				to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
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| 
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| 			} break;
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| 			case 11: {
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| 				from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
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| 				to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
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| 
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| 			} break;
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| 		}
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| 
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| 		Vector3 e1 = from - to;
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| 		for (int j = 0; j < 3; j++) {
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| 			Vector3 e2 = edge_norms[j];
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| 
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| 			Vector3 axis = vec3_cross(e1, e2);
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| 
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| 			if (axis.length_squared() < 0.0001) {
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| 				continue; // coplanar
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| 			}
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| 			//axis.normalize();
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| 
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| 			Vector3 sup2 = Vector3(
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| 					(axis.x > 0) ? -half_extents.x : half_extents.x,
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| 					(axis.y > 0) ? -half_extents.y : half_extents.y,
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| 					(axis.z > 0) ? -half_extents.z : half_extents.z);
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| 
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| 			real_t maxB = axis.dot(ofs + sup2);
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| 			real_t minB = axis.dot(ofs - sup2);
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| 			if (minB > maxB) {
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| 				SWAP(maxB, minB);
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| 			}
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| 
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| 			real_t minT = 1e20, maxT = -1e20;
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| 			for (int k = 0; k < 3; k++) {
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| 				real_t vert_d = axis.dot(vertex[k]);
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| 
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| 				if (vert_d > maxT) {
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| 					maxT = vert_d;
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| 				}
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| 
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| 				if (vert_d < minT) {
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| 					minT = vert_d;
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| 				}
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| 			}
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| 
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| 			if (maxB < minT || maxT < minB) {
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| 				return false;
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| 			}
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| 		}
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| 	}
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| 	return true;
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| }
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| 
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| #endif // FACE3_H
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