mirror of
				https://github.com/godotengine/godot.git
				synced 2025-10-30 21:21:10 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			98 lines
		
	
	
	
		
			4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
	
		
			4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
 | |
| /*  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.                 */
 | |
| /**************************************************************************/
 | |
| 
 | |
| #ifndef TRIANGLE_MESH_H
 | |
| #define TRIANGLE_MESH_H
 | |
| 
 | |
| #include "core/math/face3.h"
 | |
| #include "core/object/ref_counted.h"
 | |
| 
 | |
| class TriangleMesh : public RefCounted {
 | |
| 	GDCLASS(TriangleMesh, RefCounted);
 | |
| 
 | |
| public:
 | |
| 	struct Triangle {
 | |
| 		Vector3 normal;
 | |
| 		int indices[3];
 | |
| 		int32_t surface_index;
 | |
| 	};
 | |
| 
 | |
| private:
 | |
| 	Vector<Triangle> triangles;
 | |
| 	Vector<Vector3> vertices;
 | |
| 
 | |
| 	struct BVH {
 | |
| 		AABB aabb;
 | |
| 		Vector3 center; //used for sorting
 | |
| 		int left;
 | |
| 		int right;
 | |
| 
 | |
| 		int face_index;
 | |
| 	};
 | |
| 
 | |
| 	struct BVHCmpX {
 | |
| 		bool operator()(const BVH *p_left, const BVH *p_right) const {
 | |
| 			return p_left->center.x < p_right->center.x;
 | |
| 		}
 | |
| 	};
 | |
| 
 | |
| 	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;
 | |
| 		}
 | |
| 	};
 | |
| 
 | |
| 	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;
 | |
| 
 | |
| 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 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;
 | |
| 
 | |
| 	const Vector<Triangle> &get_triangles() const { return triangles; }
 | |
| 	const Vector<Vector3> &get_vertices() const { return vertices; }
 | |
| 	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>());
 | |
| 	TriangleMesh();
 | |
| };
 | |
| 
 | |
| #endif // TRIANGLE_MESH_H
 | 
