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			761 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			761 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  triangle_mesh.cpp                                                    */
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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) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2018 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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| #include "triangle_mesh.h"
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| #include "sort.h"
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| 
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| int TriangleMesh::_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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| 	if (p_depth > max_depth) {
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| 		max_depth = p_depth;
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| 	}
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| 
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| 	if (p_size == 1) {
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| 
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| 		return p_bb[p_from] - p_bvh;
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| 	} else if (p_size == 0) {
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| 
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| 		return -1;
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| 	}
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| 
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| 	AABB aabb;
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| 	aabb = p_bb[p_from]->aabb;
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| 	for (int i = 1; i < p_size; i++) {
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| 
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| 		aabb.merge_with(p_bb[p_from + i]->aabb);
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| 	}
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| 
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| 	int li = aabb.get_longest_axis_index();
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| 
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| 	switch (li) {
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| 
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| 		case Vector3::AXIS_X: {
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| 			SortArray<BVH *, BVHCmpX> sort_x;
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| 			sort_x.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
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| 			//sort_x.sort(&p_bb[p_from],p_size);
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| 		} break;
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| 		case Vector3::AXIS_Y: {
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| 			SortArray<BVH *, BVHCmpY> sort_y;
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| 			sort_y.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
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| 			//sort_y.sort(&p_bb[p_from],p_size);
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| 		} break;
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| 		case Vector3::AXIS_Z: {
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| 			SortArray<BVH *, BVHCmpZ> sort_z;
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| 			sort_z.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
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| 			//sort_z.sort(&p_bb[p_from],p_size);
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| 
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| 		} break;
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| 	}
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| 
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| 	int left = _create_bvh(p_bvh, p_bb, p_from, p_size / 2, p_depth + 1, max_depth, max_alloc);
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| 	int right = _create_bvh(p_bvh, p_bb, p_from + p_size / 2, p_size - p_size / 2, p_depth + 1, max_depth, max_alloc);
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| 
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| 	int index = max_alloc++;
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| 	BVH *_new = &p_bvh[index];
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| 	_new->aabb = aabb;
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| 	_new->center = aabb.position + aabb.size * 0.5;
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| 	_new->face_index = -1;
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| 	_new->left = left;
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| 	_new->right = right;
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| 
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| 	return index;
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| }
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| 
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| void TriangleMesh::get_indices(PoolVector<int> *r_triangles_indices) const {
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| 
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| 	if (!valid)
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| 		return;
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| 
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| 	const int triangles_num = triangles.size();
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| 
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| 	// Parse vertices indices
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| 	PoolVector<Triangle>::Read triangles_read = triangles.read();
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| 
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| 	r_triangles_indices->resize(triangles_num * 3);
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| 	PoolVector<int>::Write r_indices_write = r_triangles_indices->write();
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| 
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| 	for (int i = 0; i < triangles_num; ++i) {
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| 		r_indices_write[3 * i + 0] = triangles_read[i].indices[0];
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| 		r_indices_write[3 * i + 1] = triangles_read[i].indices[1];
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| 		r_indices_write[3 * i + 2] = triangles_read[i].indices[2];
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| 	}
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| }
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| 
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| void TriangleMesh::create(const PoolVector<Vector3> &p_faces) {
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| 
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| 	valid = false;
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| 
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| 	int fc = p_faces.size();
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| 	ERR_FAIL_COND(!fc || ((fc % 3) != 0));
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| 	fc /= 3;
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| 	triangles.resize(fc);
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| 
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| 	bvh.resize(fc * 3); //will never be larger than this (todo make better)
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| 	PoolVector<BVH>::Write bw = bvh.write();
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| 
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| 	{
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| 
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| 		//create faces and indices and base bvh
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| 		//except for the Set for repeated triangles, everything
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| 		//goes in-place.
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| 
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| 		PoolVector<Vector3>::Read r = p_faces.read();
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| 		PoolVector<Triangle>::Write w = triangles.write();
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| 		Map<Vector3, int> db;
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| 
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| 		for (int i = 0; i < fc; i++) {
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| 
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| 			Triangle &f = w[i];
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| 			const Vector3 *v = &r[i * 3];
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| 
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| 			for (int j = 0; j < 3; j++) {
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| 
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| 				int vidx = -1;
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| 				Vector3 vs = v[j].snapped(Vector3(0.0001, 0.0001, 0.0001));
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| 				Map<Vector3, int>::Element *E = db.find(vs);
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| 				if (E) {
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| 					vidx = E->get();
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| 				} else {
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| 					vidx = db.size();
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| 					db[vs] = vidx;
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| 				}
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| 
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| 				f.indices[j] = vidx;
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| 				if (j == 0)
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| 					bw[i].aabb.position = vs;
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| 				else
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| 					bw[i].aabb.expand_to(vs);
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| 			}
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| 
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| 			f.normal = Face3(r[i * 3 + 0], r[i * 3 + 1], r[i * 3 + 2]).get_plane().get_normal();
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| 
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| 			bw[i].left = -1;
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| 			bw[i].right = -1;
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| 			bw[i].face_index = i;
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| 			bw[i].center = bw[i].aabb.position + bw[i].aabb.size * 0.5;
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| 		}
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| 
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| 		vertices.resize(db.size());
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| 		PoolVector<Vector3>::Write vw = vertices.write();
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| 		for (Map<Vector3, int>::Element *E = db.front(); E; E = E->next()) {
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| 			vw[E->get()] = E->key();
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| 		}
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| 	}
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| 
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| 	PoolVector<BVH *> bwptrs;
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| 	bwptrs.resize(fc);
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| 	PoolVector<BVH *>::Write bwp = bwptrs.write();
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| 	for (int i = 0; i < fc; i++) {
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| 
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| 		bwp[i] = &bw[i];
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| 	}
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| 
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| 	max_depth = 0;
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| 	int max_alloc = fc;
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| 	_create_bvh(bw.ptr(), bwp.ptr(), 0, fc, 1, max_depth, max_alloc);
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| 
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| 	bw = PoolVector<BVH>::Write(); //clearup
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| 	bvh.resize(max_alloc); //resize back
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| 
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| 	valid = true;
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| }
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| 
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| Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const {
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| 
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| 	uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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| 
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| 	enum {
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| 		TEST_AABB_BIT = 0,
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| 		VISIT_LEFT_BIT = 1,
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| 		VISIT_RIGHT_BIT = 2,
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| 		VISIT_DONE_BIT = 3,
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| 		VISITED_BIT_SHIFT = 29,
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| 		NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
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| 		VISITED_BIT_MASK = ~NODE_IDX_MASK,
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| 
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| 	};
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| 
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| 	int n_count = 0;
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| 	Vector3 n;
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| 
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| 	int level = 0;
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| 
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| 	PoolVector<Triangle>::Read trianglesr = triangles.read();
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| 	PoolVector<Vector3>::Read verticesr = vertices.read();
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| 	PoolVector<BVH>::Read bvhr = bvh.read();
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| 
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| 	const Triangle *triangleptr = trianglesr.ptr();
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| 	int pos = bvh.size() - 1;
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| 	const BVH *bvhptr = bvhr.ptr();
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| 
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| 	stack[0] = pos;
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| 	while (true) {
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| 
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| 		uint32_t node = stack[level] & NODE_IDX_MASK;
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| 		const BVH &b = bvhptr[node];
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| 		bool done = false;
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| 
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| 		switch (stack[level] >> VISITED_BIT_SHIFT) {
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| 			case TEST_AABB_BIT: {
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| 
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| 				bool valid = b.aabb.intersects(p_aabb);
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| 				if (!valid) {
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| 
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| 					stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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| 
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| 				} else {
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| 
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| 					if (b.face_index >= 0) {
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| 
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| 						const Triangle &s = triangleptr[b.face_index];
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| 						n += s.normal;
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| 						n_count++;
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| 
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| 						stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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| 
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| 					} else {
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| 
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| 						stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
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| 					}
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| 				}
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| 				continue;
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| 			}
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| 			case VISIT_LEFT_BIT: {
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| 
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| 				stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
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| 				stack[level + 1] = b.left | TEST_AABB_BIT;
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| 				level++;
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| 				continue;
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| 			}
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| 			case VISIT_RIGHT_BIT: {
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| 
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| 				stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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| 				stack[level + 1] = b.right | TEST_AABB_BIT;
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| 				level++;
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| 				continue;
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| 			}
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| 			case VISIT_DONE_BIT: {
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| 
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| 				if (level == 0) {
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| 					done = true;
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| 					break;
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| 				} else
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| 					level--;
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| 				continue;
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| 			}
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| 		}
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| 
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| 		if (done)
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| 			break;
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| 	}
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| 
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| 	if (n_count > 0)
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| 		n /= n_count;
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| 
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| 	return n;
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| }
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| 
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| bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const {
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| 
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| 	uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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| 
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| 	enum {
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| 		TEST_AABB_BIT = 0,
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| 		VISIT_LEFT_BIT = 1,
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| 		VISIT_RIGHT_BIT = 2,
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| 		VISIT_DONE_BIT = 3,
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| 		VISITED_BIT_SHIFT = 29,
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| 		NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
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| 		VISITED_BIT_MASK = ~NODE_IDX_MASK,
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| 
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| 	};
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| 
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| 	Vector3 n = (p_end - p_begin).normalized();
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| 	real_t d = 1e10;
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| 	bool inters = false;
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| 
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| 	int level = 0;
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| 
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| 	PoolVector<Triangle>::Read trianglesr = triangles.read();
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| 	PoolVector<Vector3>::Read verticesr = vertices.read();
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| 	PoolVector<BVH>::Read bvhr = bvh.read();
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| 
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| 	const Triangle *triangleptr = trianglesr.ptr();
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| 	const Vector3 *vertexptr = verticesr.ptr();
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| 	int pos = bvh.size() - 1;
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| 	const BVH *bvhptr = bvhr.ptr();
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| 
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| 	stack[0] = pos;
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| 	while (true) {
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| 
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| 		uint32_t node = stack[level] & NODE_IDX_MASK;
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| 		const BVH &b = bvhptr[node];
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| 		bool done = false;
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| 
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| 		switch (stack[level] >> VISITED_BIT_SHIFT) {
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| 			case TEST_AABB_BIT: {
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| 
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| 				bool valid = b.aabb.intersects_segment(p_begin, p_end);
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| 				//bool valid = b.aabb.intersects(ray_aabb);
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| 
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| 				if (!valid) {
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| 
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| 					stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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| 
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| 				} else {
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| 
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| 					if (b.face_index >= 0) {
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| 
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| 						const Triangle &s = triangleptr[b.face_index];
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| 						Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]);
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| 
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| 						Vector3 res;
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| 
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| 						if (f3.intersects_segment(p_begin, p_end, &res)) {
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| 
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| 							real_t nd = n.dot(res);
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| 							if (nd < d) {
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| 
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| 								d = nd;
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| 								r_point = res;
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| 								r_normal = f3.get_plane().get_normal();
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| 								inters = true;
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| 							}
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| 						}
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| 
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| 						stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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| 
 | |
| 					} else {
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| 
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| 						stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
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| 					}
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| 				}
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| 				continue;
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| 			}
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| 			case VISIT_LEFT_BIT: {
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| 
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| 				stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
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| 				stack[level + 1] = b.left | TEST_AABB_BIT;
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| 				level++;
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| 				continue;
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| 			}
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| 			case VISIT_RIGHT_BIT: {
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| 
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| 				stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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| 				stack[level + 1] = b.right | TEST_AABB_BIT;
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| 				level++;
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| 				continue;
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| 			}
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| 			case VISIT_DONE_BIT: {
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| 
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| 				if (level == 0) {
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| 					done = true;
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| 					break;
 | |
| 				} else
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| 					level--;
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| 				continue;
 | |
| 			}
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| 		}
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| 
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| 		if (done)
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| 			break;
 | |
| 	}
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| 
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| 	if (inters) {
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| 
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| 		if (n.dot(r_normal) > 0)
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| 			r_normal = -r_normal;
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| 	}
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| 
 | |
| 	return inters;
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| }
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| 
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| bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal) const {
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| 
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| 	uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
 | |
| 
 | |
| 	enum {
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| 		TEST_AABB_BIT = 0,
 | |
| 		VISIT_LEFT_BIT = 1,
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| 		VISIT_RIGHT_BIT = 2,
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| 		VISIT_DONE_BIT = 3,
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| 		VISITED_BIT_SHIFT = 29,
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| 		NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
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| 		VISITED_BIT_MASK = ~NODE_IDX_MASK,
 | |
| 
 | |
| 	};
 | |
| 
 | |
| 	Vector3 n = p_dir;
 | |
| 	real_t d = 1e20;
 | |
| 	bool inters = false;
 | |
| 
 | |
| 	int level = 0;
 | |
| 
 | |
| 	PoolVector<Triangle>::Read trianglesr = triangles.read();
 | |
| 	PoolVector<Vector3>::Read verticesr = vertices.read();
 | |
| 	PoolVector<BVH>::Read bvhr = bvh.read();
 | |
| 
 | |
| 	const Triangle *triangleptr = trianglesr.ptr();
 | |
| 	const Vector3 *vertexptr = verticesr.ptr();
 | |
| 	int pos = bvh.size() - 1;
 | |
| 	const BVH *bvhptr = bvhr.ptr();
 | |
| 
 | |
| 	stack[0] = pos;
 | |
| 	while (true) {
 | |
| 
 | |
| 		uint32_t node = stack[level] & NODE_IDX_MASK;
 | |
| 		const BVH &b = bvhptr[node];
 | |
| 		bool done = false;
 | |
| 
 | |
| 		switch (stack[level] >> VISITED_BIT_SHIFT) {
 | |
| 			case TEST_AABB_BIT: {
 | |
| 
 | |
| 				bool valid = b.aabb.intersects_ray(p_begin, p_dir);
 | |
| 				if (!valid) {
 | |
| 
 | |
| 					stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 
 | |
| 				} else {
 | |
| 
 | |
| 					if (b.face_index >= 0) {
 | |
| 
 | |
| 						const Triangle &s = triangleptr[b.face_index];
 | |
| 						Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]);
 | |
| 
 | |
| 						Vector3 res;
 | |
| 
 | |
| 						if (f3.intersects_ray(p_begin, p_dir, &res)) {
 | |
| 
 | |
| 							real_t nd = n.dot(res);
 | |
| 							if (nd < d) {
 | |
| 
 | |
| 								d = nd;
 | |
| 								r_point = res;
 | |
| 								r_normal = f3.get_plane().get_normal();
 | |
| 								inters = true;
 | |
| 							}
 | |
| 						}
 | |
| 
 | |
| 						stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 
 | |
| 					} else {
 | |
| 
 | |
| 						stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 					}
 | |
| 				}
 | |
| 				continue;
 | |
| 			}
 | |
| 			case VISIT_LEFT_BIT: {
 | |
| 
 | |
| 				stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 				stack[level + 1] = b.left | TEST_AABB_BIT;
 | |
| 				level++;
 | |
| 				continue;
 | |
| 			}
 | |
| 			case VISIT_RIGHT_BIT: {
 | |
| 
 | |
| 				stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 				stack[level + 1] = b.right | TEST_AABB_BIT;
 | |
| 				level++;
 | |
| 				continue;
 | |
| 			}
 | |
| 			case VISIT_DONE_BIT: {
 | |
| 
 | |
| 				if (level == 0) {
 | |
| 					done = true;
 | |
| 					break;
 | |
| 				} else
 | |
| 					level--;
 | |
| 				continue;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (done)
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	if (inters) {
 | |
| 
 | |
| 		if (n.dot(r_normal) > 0)
 | |
| 			r_normal = -r_normal;
 | |
| 	}
 | |
| 
 | |
| 	return inters;
 | |
| }
 | |
| 
 | |
| bool TriangleMesh::intersect_convex_shape(const Plane *p_planes, int p_plane_count) const {
 | |
| 	uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
 | |
| 
 | |
| 	//p_fully_inside = true;
 | |
| 
 | |
| 	enum {
 | |
| 		TEST_AABB_BIT = 0,
 | |
| 		VISIT_LEFT_BIT = 1,
 | |
| 		VISIT_RIGHT_BIT = 2,
 | |
| 		VISIT_DONE_BIT = 3,
 | |
| 		VISITED_BIT_SHIFT = 29,
 | |
| 		NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
 | |
| 		VISITED_BIT_MASK = ~NODE_IDX_MASK,
 | |
| 
 | |
| 	};
 | |
| 
 | |
| 	int level = 0;
 | |
| 
 | |
| 	PoolVector<Triangle>::Read trianglesr = triangles.read();
 | |
| 	PoolVector<Vector3>::Read verticesr = vertices.read();
 | |
| 	PoolVector<BVH>::Read bvhr = bvh.read();
 | |
| 
 | |
| 	const Triangle *triangleptr = trianglesr.ptr();
 | |
| 	const Vector3 *vertexptr = verticesr.ptr();
 | |
| 	int pos = bvh.size() - 1;
 | |
| 	const BVH *bvhptr = bvhr.ptr();
 | |
| 
 | |
| 	stack[0] = pos;
 | |
| 	while (true) {
 | |
| 
 | |
| 		uint32_t node = stack[level] & NODE_IDX_MASK;
 | |
| 		const BVH &b = bvhptr[node];
 | |
| 		bool done = false;
 | |
| 
 | |
| 		switch (stack[level] >> VISITED_BIT_SHIFT) {
 | |
| 			case TEST_AABB_BIT: {
 | |
| 
 | |
| 				bool valid = b.aabb.intersects_convex_shape(p_planes, p_plane_count);
 | |
| 				if (!valid) {
 | |
| 
 | |
| 					stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 
 | |
| 				} else {
 | |
| 
 | |
| 					if (b.face_index >= 0) {
 | |
| 
 | |
| 						const Triangle &s = triangleptr[b.face_index];
 | |
| 
 | |
| 						for (int j = 0; j < 3; ++j) {
 | |
| 							const Vector3 &point = vertexptr[s.indices[j]];
 | |
| 							const Vector3 &next_point = vertexptr[s.indices[(j + 1) % 3]];
 | |
| 							Vector3 res;
 | |
| 							bool over = true;
 | |
| 							for (int i = 0; i < p_plane_count; i++) {
 | |
| 								const Plane &p = p_planes[i];
 | |
| 
 | |
| 								if (p.intersects_segment(point, next_point, &res)) {
 | |
| 									bool inisde = true;
 | |
| 									for (int k = 0; k < p_plane_count; k++) {
 | |
| 										if (k == i) continue;
 | |
| 										const Plane &pp = p_planes[k];
 | |
| 										if (pp.is_point_over(res)) {
 | |
| 											inisde = false;
 | |
| 											break;
 | |
| 										}
 | |
| 									}
 | |
| 									if (inisde) return true;
 | |
| 								}
 | |
| 
 | |
| 								if (p.is_point_over(point)) {
 | |
| 									over = false;
 | |
| 									break;
 | |
| 								}
 | |
| 							}
 | |
| 							if (over) return true;
 | |
| 						}
 | |
| 
 | |
| 						stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 
 | |
| 					} else {
 | |
| 
 | |
| 						stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 					}
 | |
| 				}
 | |
| 				continue;
 | |
| 			}
 | |
| 			case VISIT_LEFT_BIT: {
 | |
| 
 | |
| 				stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 				stack[level + 1] = b.left | TEST_AABB_BIT;
 | |
| 				level++;
 | |
| 				continue;
 | |
| 			}
 | |
| 			case VISIT_RIGHT_BIT: {
 | |
| 
 | |
| 				stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 				stack[level + 1] = b.right | TEST_AABB_BIT;
 | |
| 				level++;
 | |
| 				continue;
 | |
| 			}
 | |
| 			case VISIT_DONE_BIT: {
 | |
| 
 | |
| 				if (level == 0) {
 | |
| 					done = true;
 | |
| 					break;
 | |
| 				} else
 | |
| 					level--;
 | |
| 				continue;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (done)
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_count, Vector3 p_scale) const {
 | |
| 	uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
 | |
| 
 | |
| 	enum {
 | |
| 		TEST_AABB_BIT = 0,
 | |
| 		VISIT_LEFT_BIT = 1,
 | |
| 		VISIT_RIGHT_BIT = 2,
 | |
| 		VISIT_DONE_BIT = 3,
 | |
| 		VISITED_BIT_SHIFT = 29,
 | |
| 		NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
 | |
| 		VISITED_BIT_MASK = ~NODE_IDX_MASK,
 | |
| 
 | |
| 	};
 | |
| 
 | |
| 	int level = 0;
 | |
| 
 | |
| 	PoolVector<Triangle>::Read trianglesr = triangles.read();
 | |
| 	PoolVector<Vector3>::Read verticesr = vertices.read();
 | |
| 	PoolVector<BVH>::Read bvhr = bvh.read();
 | |
| 
 | |
| 	Transform scale(Basis().scaled(p_scale));
 | |
| 
 | |
| 	const Triangle *triangleptr = trianglesr.ptr();
 | |
| 	const Vector3 *vertexptr = verticesr.ptr();
 | |
| 	int pos = bvh.size() - 1;
 | |
| 	const BVH *bvhptr = bvhr.ptr();
 | |
| 
 | |
| 	stack[0] = pos;
 | |
| 	while (true) {
 | |
| 
 | |
| 		uint32_t node = stack[level] & NODE_IDX_MASK;
 | |
| 		const BVH &b = bvhptr[node];
 | |
| 		bool done = false;
 | |
| 
 | |
| 		switch (stack[level] >> VISITED_BIT_SHIFT) {
 | |
| 			case TEST_AABB_BIT: {
 | |
| 
 | |
| 				bool intersects = scale.xform(b.aabb).intersects_convex_shape(p_planes, p_plane_count);
 | |
| 				if (!intersects) return false;
 | |
| 
 | |
| 				bool inside = scale.xform(b.aabb).inside_convex_shape(p_planes, p_plane_count);
 | |
| 				if (inside) {
 | |
| 
 | |
| 					stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 
 | |
| 				} else {
 | |
| 
 | |
| 					if (b.face_index >= 0) {
 | |
| 						const Triangle &s = triangleptr[b.face_index];
 | |
| 						for (int j = 0; j < 3; ++j) {
 | |
| 							Vector3 point = scale.xform(vertexptr[s.indices[j]]);
 | |
| 							for (int i = 0; i < p_plane_count; i++) {
 | |
| 								const Plane &p = p_planes[i];
 | |
| 								if (p.is_point_over(point)) return false;
 | |
| 							}
 | |
| 						}
 | |
| 
 | |
| 						stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 
 | |
| 					} else {
 | |
| 
 | |
| 						stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 					}
 | |
| 				}
 | |
| 				continue;
 | |
| 			}
 | |
| 			case VISIT_LEFT_BIT: {
 | |
| 
 | |
| 				stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 				stack[level + 1] = b.left | TEST_AABB_BIT;
 | |
| 				level++;
 | |
| 				continue;
 | |
| 			}
 | |
| 			case VISIT_RIGHT_BIT: {
 | |
| 
 | |
| 				stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
 | |
| 				stack[level + 1] = b.right | TEST_AABB_BIT;
 | |
| 				level++;
 | |
| 				continue;
 | |
| 			}
 | |
| 			case VISIT_DONE_BIT: {
 | |
| 
 | |
| 				if (level == 0) {
 | |
| 					done = true;
 | |
| 					break;
 | |
| 				} else
 | |
| 					level--;
 | |
| 				continue;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		if (done)
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| bool TriangleMesh::is_valid() const {
 | |
| 
 | |
| 	return valid;
 | |
| }
 | |
| 
 | |
| PoolVector<Face3> TriangleMesh::get_faces() const {
 | |
| 
 | |
| 	if (!valid)
 | |
| 		return PoolVector<Face3>();
 | |
| 
 | |
| 	PoolVector<Face3> faces;
 | |
| 	int ts = triangles.size();
 | |
| 	faces.resize(triangles.size());
 | |
| 
 | |
| 	PoolVector<Face3>::Write w = faces.write();
 | |
| 	PoolVector<Triangle>::Read r = triangles.read();
 | |
| 	PoolVector<Vector3>::Read rv = vertices.read();
 | |
| 
 | |
| 	for (int i = 0; i < ts; i++) {
 | |
| 		for (int j = 0; j < 3; j++) {
 | |
| 			w[i].vertex[j] = rv[r[i].indices[j]];
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	w = PoolVector<Face3>::Write();
 | |
| 	return faces;
 | |
| }
 | |
| 
 | |
| TriangleMesh::TriangleMesh() {
 | |
| 
 | |
| 	valid = false;
 | |
| 	max_depth = 0;
 | |
| }
 | 
