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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 🎆
		
	
			
		
			
				
	
	
		
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			4 KiB
		
	
	
	
		
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			97 lines
		
	
	
	
		
			4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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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) 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 TRIANGLE_MESH_H
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| #define TRIANGLE_MESH_H
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| 
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| #include "core/math/face3.h"
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| #include "core/object/reference.h"
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| 
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| class TriangleMesh : public Reference {
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| 	GDCLASS(TriangleMesh, Reference);
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| 
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| 	struct Triangle {
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| 		Vector3 normal;
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| 		int indices[3];
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| 	};
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| 
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| 	Vector<Triangle> triangles;
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| 	Vector<Vector3> vertices;
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| 
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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;
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| 		int right;
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| 
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| 		int face_index;
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| 	};
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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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| 
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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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| 
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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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| 
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| 	Vector<BVH> bvh;
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| 	int max_depth;
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| 	bool valid;
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| 
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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) const;
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| 	bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal) const;
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| 	bool intersect_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) 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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| 	Vector3 get_area_normal(const AABB &p_aabb) const;
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| 	Vector<Face3> get_faces() const;
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| 
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| 	Vector<Triangle> get_triangles() const { return triangles; }
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| 	Vector<Vector3> get_vertices() const { return vertices; }
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| 	void get_indices(Vector<int> *r_triangles_indices) const;
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| 
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| 	void create(const Vector<Vector3> &p_faces);
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| 	TriangleMesh();
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| };
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| 
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| #endif // TRIANGLE_MESH_H
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