mirror of
https://github.com/godotengine/godot.git
synced 2024-12-27 11:24:59 +08:00
c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
1138 lines
24 KiB
C++
1138 lines
24 KiB
C++
/*************************************************************************/
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/* geometry.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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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#include "geometry.h"
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#include "print_string.h"
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void Geometry::MeshData::optimize_vertices() {
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Map<int,int> vtx_remap;
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for(int i=0;i<faces.size();i++) {
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for(int j=0;j<faces[i].indices.size();j++) {
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int idx = faces[i].indices[j];
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if (!vtx_remap.has(idx)) {
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int ni = vtx_remap.size();
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vtx_remap[idx]=ni;
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}
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faces[i].indices[j]=vtx_remap[idx];
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}
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}
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for(int i=0;i<edges.size();i++) {
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int a = edges[i].a;
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int b = edges[i].b;
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if (!vtx_remap.has(a)) {
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int ni = vtx_remap.size();
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vtx_remap[a]=ni;
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}
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if (!vtx_remap.has(b)) {
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int ni = vtx_remap.size();
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vtx_remap[b]=ni;
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}
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edges[i].a=vtx_remap[a];
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edges[i].b=vtx_remap[b];
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}
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Vector<Vector3> new_vertices;
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new_vertices.resize(vtx_remap.size());
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for(int i=0;i<vertices.size();i++) {
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if (vtx_remap.has(i))
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new_vertices[vtx_remap[i]]=vertices[i];
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}
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vertices=new_vertices;
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}
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Vector< Vector<Vector2> > (*Geometry::_decompose_func)(const Vector<Vector2>& p_polygon)=NULL;
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struct _FaceClassify {
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struct _Link {
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int face;
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int edge;
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void clear() { face=-1; edge=-1; }
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_Link() { face=-1; edge=-1; }
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};
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bool valid;
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int group;
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_Link links[3];
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Face3 face;
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_FaceClassify() {
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group=-1;
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valid=false;
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};
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};
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static bool _connect_faces(_FaceClassify *p_faces, int len, int p_group) {
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/* connect faces, error will occur if an edge is shared between more than 2 faces */
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/* clear connections */
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bool error=false;
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for (int i=0;i<len;i++) {
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for (int j=0;j<3;j++) {
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p_faces[i].links[j].clear();
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}
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}
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for (int i=0;i<len;i++) {
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if (p_faces[i].group!=p_group)
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continue;
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for (int j=i+1;j<len;j++) {
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if (p_faces[j].group!=p_group)
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continue;
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for (int k=0;k<3;k++) {
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Vector3 vi1=p_faces[i].face.vertex[k];
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Vector3 vi2=p_faces[i].face.vertex[(k+1)%3];
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for (int l=0;l<3;l++) {
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Vector3 vj2=p_faces[j].face.vertex[l];
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Vector3 vj1=p_faces[j].face.vertex[(l+1)%3];
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if (vi1.distance_to(vj1)<0.00001 &&
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vi2.distance_to(vj2)<0.00001
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) {
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if (p_faces[i].links[k].face!=-1) {
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ERR_PRINT("already linked\n");
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error=true;
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break;
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}
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if (p_faces[j].links[l].face!=-1) {
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ERR_PRINT("already linked\n");
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error=true;
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break;
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}
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p_faces[i].links[k].face=j;
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p_faces[i].links[k].edge=l;
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p_faces[j].links[l].face=i;
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p_faces[j].links[l].edge=k;
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}
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}
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if (error)
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break;
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}
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if (error)
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break;
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}
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if (error)
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break;
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}
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for (int i=0;i<len;i++) {
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p_faces[i].valid=true;
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for (int j=0;j<3;j++) {
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if (p_faces[i].links[j].face==-1)
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p_faces[i].valid=false;
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}
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/*printf("face %i is valid: %i, group %i. connected to %i:%i,%i:%i,%i:%i\n",i,p_faces[i].valid,p_faces[i].group,
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p_faces[i].links[0].face,
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p_faces[i].links[0].edge,
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p_faces[i].links[1].face,
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p_faces[i].links[1].edge,
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p_faces[i].links[2].face,
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p_faces[i].links[2].edge);*/
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}
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return error;
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}
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static bool _group_face(_FaceClassify *p_faces, int len, int p_index,int p_group) {
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if (p_faces[p_index].group>=0)
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return false;
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p_faces[p_index].group=p_group;
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for (int i=0;i<3;i++) {
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ERR_FAIL_INDEX_V(p_faces[p_index].links[i].face,len,true);
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_group_face(p_faces,len,p_faces[p_index].links[i].face,p_group);
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}
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return true;
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}
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DVector< DVector< Face3 > > Geometry::separate_objects( DVector< Face3 > p_array ) {
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DVector< DVector< Face3 > > objects;
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int len = p_array.size();
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DVector<Face3>::Read r=p_array.read();
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const Face3* arrayptr = r.ptr();
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DVector< _FaceClassify> fc;
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fc.resize( len );
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DVector< _FaceClassify >::Write fcw=fc.write();
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_FaceClassify * _fcptr = fcw.ptr();
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for (int i=0;i<len;i++) {
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_fcptr[i].face=arrayptr[i];
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}
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bool error=_connect_faces(_fcptr,len,-1);
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if (error) {
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ERR_FAIL_COND_V(error, DVector< DVector< Face3 > >() ); // invalid geometry
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}
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/* group connected faces in separate objects */
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int group=0;
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for (int i=0;i<len;i++) {
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if (!_fcptr[i].valid)
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continue;
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if (_group_face(_fcptr,len,i,group)) {
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group++;
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}
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}
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/* group connected faces in separate objects */
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for (int i=0;i<len;i++) {
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_fcptr[i].face=arrayptr[i];
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}
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if (group>=0) {
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objects.resize(group);
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DVector< DVector<Face3> >::Write obw=objects.write();
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DVector< Face3 > *group_faces = obw.ptr();
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for (int i=0;i<len;i++) {
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if (!_fcptr[i].valid)
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continue;
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if (_fcptr[i].group>=0 && _fcptr[i].group<group) {
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group_faces[_fcptr[i].group].push_back( _fcptr[i].face );
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}
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}
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}
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return objects;
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}
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/*** GEOMETRY WRAPPER ***/
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enum _CellFlags {
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_CELL_SOLID=1,
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_CELL_EXTERIOR=2,
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_CELL_STEP_MASK=0x1C,
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_CELL_STEP_NONE=0<<2,
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_CELL_STEP_Y_POS=1<<2,
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_CELL_STEP_Y_NEG=2<<2,
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_CELL_STEP_X_POS=3<<2,
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_CELL_STEP_X_NEG=4<<2,
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_CELL_STEP_Z_POS=5<<2,
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_CELL_STEP_Z_NEG=6<<2,
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_CELL_STEP_DONE=7<<2,
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_CELL_PREV_MASK=0xE0,
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_CELL_PREV_NONE=0<<5,
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_CELL_PREV_Y_POS=1<<5,
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_CELL_PREV_Y_NEG=2<<5,
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_CELL_PREV_X_POS=3<<5,
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_CELL_PREV_X_NEG=4<<5,
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_CELL_PREV_Z_POS=5<<5,
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_CELL_PREV_Z_NEG=6<<5,
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_CELL_PREV_FIRST=7<<5,
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};
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static inline void _plot_face(uint8_t*** p_cell_status,int x,int y,int z,int len_x,int len_y,int len_z,const Vector3& voxelsize,const Face3& p_face) {
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AABB aabb( Vector3(x,y,z),Vector3(len_x,len_y,len_z));
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aabb.pos=aabb.pos*voxelsize;
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aabb.size=aabb.size*voxelsize;
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if (!p_face.intersects_aabb(aabb))
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return;
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if (len_x==1 && len_y==1 && len_z==1) {
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p_cell_status[x][y][z]=_CELL_SOLID;
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return;
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}
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int div_x=len_x>1?2:1;
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int div_y=len_y>1?2:1;
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int div_z=len_z>1?2:1;
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#define _SPLIT(m_i,m_div,m_v,m_len_v,m_new_v,m_new_len_v)\
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if (m_div==1) {\
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m_new_v=m_v;\
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m_new_len_v=1; \
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} else if (m_i==0) {\
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m_new_v=m_v;\
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m_new_len_v=m_len_v/2;\
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} else {\
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m_new_v=m_v+m_len_v/2;\
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m_new_len_v=m_len_v-m_len_v/2; \
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}
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int new_x;
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int new_len_x;
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int new_y;
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int new_len_y;
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int new_z;
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int new_len_z;
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for (int i=0;i<div_x;i++) {
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_SPLIT(i,div_x,x,len_x,new_x,new_len_x);
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for (int j=0;j<div_y;j++) {
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_SPLIT(j,div_y,y,len_y,new_y,new_len_y);
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for (int k=0;k<div_z;k++) {
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_SPLIT(k,div_z,z,len_z,new_z,new_len_z);
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_plot_face(p_cell_status,new_x,new_y,new_z,new_len_x,new_len_y,new_len_z,voxelsize,p_face);
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}
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}
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}
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}
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static inline void _mark_outside(uint8_t*** p_cell_status,int x,int y,int z,int len_x,int len_y,int len_z) {
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if (p_cell_status[x][y][z]&3)
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return; // nothing to do, already used and/or visited
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p_cell_status[x][y][z]=_CELL_PREV_FIRST;
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while(true) {
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uint8_t &c = p_cell_status[x][y][z];
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//printf("at %i,%i,%i\n",x,y,z);
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if ( (c&_CELL_STEP_MASK)==_CELL_STEP_NONE) {
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/* Haven't been in here, mark as outside */
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p_cell_status[x][y][z]|=_CELL_EXTERIOR;
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//printf("not marked as anything, marking exterior\n");
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}
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//printf("cell step is %i\n",(c&_CELL_STEP_MASK));
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if ( (c&_CELL_STEP_MASK)!=_CELL_STEP_DONE) {
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/* if not done, increase step */
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c+=1<<2;
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//printf("incrementing cell step\n");
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}
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if ( (c&_CELL_STEP_MASK)==_CELL_STEP_DONE) {
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/* Go back */
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//printf("done, going back a cell\n");
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switch(c&_CELL_PREV_MASK) {
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case _CELL_PREV_FIRST: {
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//printf("at end, finished marking\n");
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return;
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} break;
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case _CELL_PREV_Y_POS: {
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y++;
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ERR_FAIL_COND(y>=len_y);
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} break;
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case _CELL_PREV_Y_NEG: {
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y--;
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ERR_FAIL_COND(y<0);
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} break;
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case _CELL_PREV_X_POS: {
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x++;
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ERR_FAIL_COND(x>=len_x);
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} break;
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case _CELL_PREV_X_NEG: {
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x--;
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ERR_FAIL_COND(x<0);
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} break;
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case _CELL_PREV_Z_POS: {
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z++;
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ERR_FAIL_COND(z>=len_z);
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} break;
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case _CELL_PREV_Z_NEG: {
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z--;
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ERR_FAIL_COND(z<0);
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} break;
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default: {
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ERR_FAIL();
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}
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}
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continue;
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}
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//printf("attempting new cell!\n");
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int next_x=x,next_y=y,next_z=z;
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uint8_t prev=0;
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switch(c&_CELL_STEP_MASK) {
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case _CELL_STEP_Y_POS: {
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next_y++;
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prev=_CELL_PREV_Y_NEG;
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} break;
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case _CELL_STEP_Y_NEG: {
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next_y--;
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prev=_CELL_PREV_Y_POS;
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} break;
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case _CELL_STEP_X_POS: {
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next_x++;
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prev=_CELL_PREV_X_NEG;
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} break;
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case _CELL_STEP_X_NEG: {
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next_x--;
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prev=_CELL_PREV_X_POS;
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} break;
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case _CELL_STEP_Z_POS: {
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next_z++;
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prev=_CELL_PREV_Z_NEG;
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} break;
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case _CELL_STEP_Z_NEG: {
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next_z--;
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prev=_CELL_PREV_Z_POS;
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} break;
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default: ERR_FAIL();
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}
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//printf("testing if new cell will be ok...!\n");
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if (next_x<0 || next_x>=len_x)
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continue;
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if (next_y<0 || next_y>=len_y)
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continue;
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if (next_z<0 || next_z>=len_z)
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continue;
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//printf("testing if new cell is traversable\n");
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if (p_cell_status[next_x][next_y][next_z]&3)
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continue;
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//printf("move to it\n");
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x=next_x;
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y=next_y;
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z=next_z;
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p_cell_status[x][y][z]|=prev;
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}
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}
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static inline void _build_faces(uint8_t*** p_cell_status,int x,int y,int z,int len_x,int len_y,int len_z,DVector<Face3>& p_faces) {
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ERR_FAIL_INDEX(x,len_x);
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ERR_FAIL_INDEX(y,len_y);
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ERR_FAIL_INDEX(z,len_z);
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if (p_cell_status[x][y][z]&_CELL_EXTERIOR)
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return;
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/* static const Vector3 vertices[8]={
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Vector3(0,0,0),
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Vector3(0,0,1),
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Vector3(0,1,0),
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Vector3(0,1,1),
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Vector3(1,0,0),
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Vector3(1,0,1),
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Vector3(1,1,0),
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Vector3(1,1,1),
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};
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*/
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#define vert(m_idx) Vector3( (m_idx&4)>>2, (m_idx&2)>>1, m_idx&1 )
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static const uint8_t indices[6][4]={
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{7,6,4,5},
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{7,3,2,6},
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{7,5,1,3},
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{0,2,3,1},
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{0,1,5,4},
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{0,4,6,2},
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};
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/*
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{0,1,2,3},
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{0,1,4,5},
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{0,2,4,6},
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{4,5,6,7},
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{2,3,7,6},
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{1,3,5,7},
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{0,2,3,1},
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{0,1,5,4},
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{0,4,6,2},
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{7,6,4,5},
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{7,3,2,6},
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{7,5,1,3},
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*/
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for (int i=0;i<6;i++) {
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Vector3 face_points[4];
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int disp_x=x+((i%3)==0?((i<3)?1:-1):0);
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int disp_y=y+(((i-1)%3)==0?((i<3)?1:-1):0);
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int disp_z=z+(((i-2)%3)==0?((i<3)?1:-1):0);
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bool plot=false;
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if (disp_x<0 || disp_x>=len_x)
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plot=true;
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if (disp_y<0 || disp_y>=len_y)
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plot=true;
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if (disp_z<0 || disp_z>=len_z)
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plot=true;
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if (!plot && (p_cell_status[disp_x][disp_y][disp_z]&_CELL_EXTERIOR))
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plot=true;
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if (!plot)
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continue;
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for (int j=0;j<4;j++)
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face_points[j]=vert( indices[i][j] ) + Vector3(x,y,z);
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p_faces.push_back(
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Face3(
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face_points[0],
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face_points[1],
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face_points[2]
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)
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);
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p_faces.push_back(
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Face3(
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face_points[2],
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face_points[3],
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face_points[0]
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)
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);
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}
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}
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DVector< Face3 > Geometry::wrap_geometry( DVector< Face3 > p_array,float *p_error ) {
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#define _MIN_SIZE 1.0
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#define _MAX_LENGTH 20
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int face_count=p_array.size();
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DVector<Face3>::Read facesr=p_array.read();
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const Face3 *faces = facesr.ptr();
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AABB global_aabb;
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for(int i=0;i<face_count;i++) {
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if (i==0) {
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global_aabb=faces[i].get_aabb();
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} else {
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global_aabb.merge_with( faces[i].get_aabb() );
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}
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}
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global_aabb.grow_by(0.01); // avoid numerical error
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// determine amount of cells in grid axis
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int div_x,div_y,div_z;
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if (global_aabb.size.x/_MIN_SIZE<_MAX_LENGTH)
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div_x=(int)(global_aabb.size.x/_MIN_SIZE)+1;
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else
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div_x=_MAX_LENGTH;
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if (global_aabb.size.y/_MIN_SIZE<_MAX_LENGTH)
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div_y=(int)(global_aabb.size.y/_MIN_SIZE)+1;
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else
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div_y=_MAX_LENGTH;
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if (global_aabb.size.z/_MIN_SIZE<_MAX_LENGTH)
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div_z=(int)(global_aabb.size.z/_MIN_SIZE)+1;
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else
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div_z=_MAX_LENGTH;
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Vector3 voxelsize=global_aabb.size;
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voxelsize.x/=div_x;
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voxelsize.y/=div_y;
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voxelsize.z/=div_z;
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// create and initialize cells to zero
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//print_line("Wrapper: Initializing Cells");
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uint8_t ***cell_status=memnew_arr(uint8_t**,div_x);
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for(int i=0;i<div_x;i++) {
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cell_status[i]=memnew_arr(uint8_t*,div_y);
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for(int j=0;j<div_y;j++) {
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cell_status[i][j]=memnew_arr(uint8_t,div_z);
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for(int k=0;k<div_z;k++) {
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cell_status[i][j][k]=0;
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}
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}
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}
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// plot faces into cells
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//print_line("Wrapper (1/6): Plotting Faces");
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for (int i=0;i<face_count;i++) {
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Face3 f=faces[i];
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for (int j=0;j<3;j++) {
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f.vertex[j]-=global_aabb.pos;
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}
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_plot_face(cell_status,0,0,0,div_x,div_y,div_z,voxelsize,f);
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}
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// determine which cells connect to the outside by traversing the outside and recursively flood-fill marking
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//print_line("Wrapper (2/6): Flood Filling");
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for (int i=0;i<div_x;i++) {
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for (int j=0;j<div_y;j++) {
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_mark_outside(cell_status,i,j,0,div_x,div_y,div_z);
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_mark_outside(cell_status,i,j,div_z-1,div_x,div_y,div_z);
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}
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}
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for (int i=0;i<div_z;i++) {
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for (int j=0;j<div_y;j++) {
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_mark_outside(cell_status,0,j,i,div_x,div_y,div_z);
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_mark_outside(cell_status,div_x-1,j,i,div_x,div_y,div_z);
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}
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}
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for (int i=0;i<div_x;i++) {
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for (int j=0;j<div_z;j++) {
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_mark_outside(cell_status,i,0,j,div_x,div_y,div_z);
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_mark_outside(cell_status,i,div_y-1,j,div_x,div_y,div_z);
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}
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}
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// build faces for the inside-outside cell divisors
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//print_line("Wrapper (3/6): Building Faces");
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DVector<Face3> wrapped_faces;
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for (int i=0;i<div_x;i++) {
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for (int j=0;j<div_y;j++) {
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for (int k=0;k<div_z;k++) {
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_build_faces(cell_status,i,j,k,div_x,div_y,div_z,wrapped_faces);
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}
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}
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}
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//print_line("Wrapper (4/6): Transforming Back Vertices");
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// transform face vertices to global coords
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int wrapped_faces_count=wrapped_faces.size();
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DVector<Face3>::Write wrapped_facesw=wrapped_faces.write();
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Face3* wrapped_faces_ptr=wrapped_facesw.ptr();
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for(int i=0;i<wrapped_faces_count;i++) {
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for(int j=0;j<3;j++) {
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Vector3& v = wrapped_faces_ptr[i].vertex[j];
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v=v*voxelsize;
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v+=global_aabb.pos;
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}
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}
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// clean up grid
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//print_line("Wrapper (5/6): Grid Cleanup");
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for(int i=0;i<div_x;i++) {
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for(int j=0;j<div_y;j++) {
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memdelete_arr( cell_status[i][j] );
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}
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memdelete_arr( cell_status[i] );
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}
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memdelete_arr(cell_status);
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if (p_error)
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*p_error=voxelsize.length();
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//print_line("Wrapper (6/6): Finished.");
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return wrapped_faces;
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}
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Geometry::MeshData Geometry::build_convex_mesh(const DVector<Plane> &p_planes) {
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MeshData mesh;
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#define SUBPLANE_SIZE 1024.0
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float subplane_size = 1024.0; // should compute this from the actual plane
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for (int i=0;i<p_planes.size();i++) {
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Plane p =p_planes[i];
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Vector3 ref=Vector3(0.0,1.0,0.0);
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if (ABS(p.normal.dot(ref))>0.95)
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ref=Vector3(0.0,0.0,1.0); // change axis
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Vector3 right = p.normal.cross(ref).normalized();
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Vector3 up = p.normal.cross( right ).normalized();
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Vector< Vector3 > vertices;
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Vector3 center = p.get_any_point();
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// make a quad clockwise
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vertices.push_back( center - up * subplane_size + right * subplane_size );
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vertices.push_back( center - up * subplane_size - right * subplane_size );
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vertices.push_back( center + up * subplane_size - right * subplane_size );
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vertices.push_back( center + up * subplane_size + right * subplane_size );
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for (int j=0;j<p_planes.size();j++) {
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if (j==i)
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continue;
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Vector< Vector3 > new_vertices;
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Plane clip=p_planes[j];
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if (clip.normal.dot(p.normal)>0.95)
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continue;
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if (vertices.size()<3)
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break;
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for(int k=0;k<vertices.size();k++) {
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int k_n=(k+1)%vertices.size();
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Vector3 edge0_A=vertices[k];
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Vector3 edge1_A=vertices[k_n];
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real_t dist0 = clip.distance_to(edge0_A);
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real_t dist1 = clip.distance_to(edge1_A);
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if ( dist0 <= 0 ) { // behind plane
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new_vertices.push_back(vertices[k]);
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}
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// check for different sides and non coplanar
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if ( (dist0*dist1) < 0) {
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// calculate intersection
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Vector3 rel = edge1_A - edge0_A;
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real_t den=clip.normal.dot( rel );
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if (Math::abs(den)<CMP_EPSILON)
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continue; // point too short
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real_t dist=-(clip.normal.dot( edge0_A )-clip.d)/den;
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Vector3 inters = edge0_A+rel*dist;
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new_vertices.push_back(inters);
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}
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}
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vertices=new_vertices;
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}
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if (vertices.size()<3)
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continue;
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//result is a clockwise face
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MeshData::Face face;
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// add face indices
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for (int j=0;j<vertices.size();j++) {
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int idx=-1;
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for (int k=0;k<mesh.vertices.size();k++) {
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if (mesh.vertices[k].distance_to(vertices[j])<0.001) {
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idx=k;
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break;
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}
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}
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if (idx==-1) {
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idx=mesh.vertices.size();
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mesh.vertices.push_back(vertices[j]);
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}
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face.indices.push_back(idx);
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}
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face.plane=p;
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mesh.faces.push_back(face);
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//add edge
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for(int j=0;j<face.indices.size();j++) {
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int a=face.indices[j];
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int b=face.indices[(j+1)%face.indices.size()];
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bool found=false;
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for(int k=0;k<mesh.edges.size();k++) {
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if (mesh.edges[k].a==a && mesh.edges[k].b==b) {
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found=true;
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break;
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}
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if (mesh.edges[k].b==a && mesh.edges[k].a==b) {
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found=true;
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break;
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}
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}
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if (found)
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continue;
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MeshData::Edge edge;
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edge.a=a;
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edge.b=b;
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mesh.edges.push_back(edge);
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}
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}
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return mesh;
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}
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DVector<Plane> Geometry::build_box_planes(const Vector3& p_extents) {
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DVector<Plane> planes;
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planes.push_back( Plane( Vector3(1,0,0), p_extents.x ) );
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planes.push_back( Plane( Vector3(-1,0,0), p_extents.x ) );
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planes.push_back( Plane( Vector3(0,1,0), p_extents.y ) );
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planes.push_back( Plane( Vector3(0,-1,0), p_extents.y ) );
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planes.push_back( Plane( Vector3(0,0,1), p_extents.z ) );
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planes.push_back( Plane( Vector3(0,0,-1), p_extents.z ) );
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return planes;
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}
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DVector<Plane> Geometry::build_cylinder_planes(float p_radius, float p_height, int p_sides, Vector3::Axis p_axis) {
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DVector<Plane> planes;
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for (int i=0;i<p_sides;i++) {
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Vector3 normal;
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normal[(p_axis+1)%3]=Math::cos(i*(2.0*Math_PI)/p_sides);
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normal[(p_axis+2)%3]=Math::sin(i*(2.0*Math_PI)/p_sides);
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planes.push_back( Plane( normal, p_radius ) );
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}
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Vector3 axis;
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axis[p_axis]=1.0;
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planes.push_back( Plane( axis, p_height*0.5 ) );
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planes.push_back( Plane( -axis, p_height*0.5 ) );
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return planes;
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}
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DVector<Plane> Geometry::build_sphere_planes(float p_radius, int p_lats,int p_lons, Vector3::Axis p_axis) {
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DVector<Plane> planes;
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Vector3 axis;
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axis[p_axis]=1.0;
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Vector3 axis_neg;
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axis_neg[(p_axis+1)%3]=1.0;
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axis_neg[(p_axis+2)%3]=1.0;
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axis_neg[p_axis]=-1.0;
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for (int i=0;i<p_lons;i++) {
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Vector3 normal;
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normal[(p_axis+1)%3]=Math::cos(i*(2.0*Math_PI)/p_lons);
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normal[(p_axis+2)%3]=Math::sin(i*(2.0*Math_PI)/p_lons);
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planes.push_back( Plane( normal, p_radius ) );
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for (int j=1;j<=p_lats;j++) {
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//todo this is stupid, fix
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Vector3 angle = normal.linear_interpolate(axis,j/(float)p_lats).normalized();
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Vector3 pos = angle*p_radius;
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planes.push_back( Plane( pos, angle ) );
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planes.push_back( Plane( pos * axis_neg, angle * axis_neg) );
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}
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}
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return planes;
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}
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DVector<Plane> Geometry::build_capsule_planes(float p_radius, float p_height, int p_sides, int p_lats, Vector3::Axis p_axis) {
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|
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DVector<Plane> planes;
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Vector3 axis;
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axis[p_axis]=1.0;
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Vector3 axis_neg;
|
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axis_neg[(p_axis+1)%3]=1.0;
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axis_neg[(p_axis+2)%3]=1.0;
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axis_neg[p_axis]=-1.0;
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for (int i=0;i<p_sides;i++) {
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Vector3 normal;
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normal[(p_axis+1)%3]=Math::cos(i*(2.0*Math_PI)/p_sides);
|
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normal[(p_axis+2)%3]=Math::sin(i*(2.0*Math_PI)/p_sides);
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planes.push_back( Plane( normal, p_radius ) );
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for (int j=1;j<=p_lats;j++) {
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|
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Vector3 angle = normal.linear_interpolate(axis,j/(float)p_lats).normalized();
|
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Vector3 pos = axis*p_height*0.5 + angle*p_radius;
|
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planes.push_back( Plane( pos, angle ) );
|
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planes.push_back( Plane( pos * axis_neg, angle * axis_neg) );
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}
|
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}
|
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|
|
|
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return planes;
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|
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}
|
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|
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|
|
struct _AtlasWorkRect {
|
|
|
|
Size2i s;
|
|
Point2i p;
|
|
int idx;
|
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_FORCE_INLINE_ bool operator<(const _AtlasWorkRect& p_r) const { return s.width > p_r.s.width; };
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};
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|
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struct _AtlasWorkRectResult {
|
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|
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Vector<_AtlasWorkRect> result;
|
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int max_w;
|
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int max_h;
|
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};
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|
|
void Geometry::make_atlas(const Vector<Size2i>& p_rects,Vector<Point2i>& r_result, Size2i& r_size) {
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|
|
//super simple, almost brute force scanline stacking fitter
|
|
//it's pretty basic for now, but it tries to make sure that the aspect ratio of the
|
|
//resulting atlas is somehow square. This is necesary because video cards have limits
|
|
//on texture size (usually 2048 or 4096), so the more square a texture, the more chances
|
|
//it will work in every hardware.
|
|
// for example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a
|
|
// 256x8192 atlas (won't work anywhere).
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|
|
|
ERR_FAIL_COND(p_rects.size()==0);
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|
|
|
Vector<_AtlasWorkRect> wrects;
|
|
wrects.resize(p_rects.size());
|
|
for(int i=0;i<p_rects.size();i++) {
|
|
wrects[i].s=p_rects[i];
|
|
wrects[i].idx=i;
|
|
}
|
|
wrects.sort();
|
|
int widest = wrects[0].s.width;
|
|
|
|
Vector<_AtlasWorkRectResult> results;
|
|
|
|
for(int i=0;i<=12;i++) {
|
|
|
|
int w = 1<<i;
|
|
int max_h=0;
|
|
int max_w=0;
|
|
if ( w < widest )
|
|
continue;
|
|
|
|
Vector<int> hmax;
|
|
hmax.resize(w);
|
|
for(int j=0;j<w;j++)
|
|
hmax[j]=0;
|
|
|
|
//place them
|
|
int ofs=0;
|
|
int limit_h=0;
|
|
for(int j=0;j<wrects.size();j++) {
|
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|
|
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if (ofs+wrects[j].s.width > w) {
|
|
|
|
ofs=0;
|
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}
|
|
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int from_y=0;
|
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for(int k=0;k<wrects[j].s.width;k++) {
|
|
|
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if (hmax[ofs+k] > from_y)
|
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from_y=hmax[ofs+k];
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}
|
|
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wrects[j].p.x=ofs;
|
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wrects[j].p.y=from_y;
|
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int end_h = from_y+wrects[j].s.height;
|
|
int end_w = ofs+wrects[j].s.width;
|
|
if (ofs==0)
|
|
limit_h=end_h;
|
|
|
|
for(int k=0;k<wrects[j].s.width;k++) {
|
|
|
|
hmax[ofs+k]=end_h;
|
|
}
|
|
|
|
if (end_h > max_h)
|
|
max_h=end_h;
|
|
|
|
if (end_w > max_w)
|
|
max_w=end_w;
|
|
|
|
if (ofs==0 || end_h>limit_h ) //while h limit not reched, keep stacking
|
|
ofs+=wrects[j].s.width;
|
|
|
|
}
|
|
|
|
_AtlasWorkRectResult result;
|
|
result.result=wrects;
|
|
result.max_h=max_h;
|
|
result.max_w=max_w;
|
|
results.push_back(result);
|
|
|
|
}
|
|
|
|
//find the result with the best aspect ratio
|
|
|
|
int best=-1;
|
|
float best_aspect=1e20;
|
|
|
|
for(int i=0;i<results.size();i++) {
|
|
|
|
float h = nearest_power_of_2(results[i].max_h);
|
|
float w = nearest_power_of_2(results[i].max_w);
|
|
float aspect = h>w ? h/w : w/h;
|
|
if (aspect < best_aspect) {
|
|
best=i;
|
|
best_aspect=aspect;
|
|
}
|
|
}
|
|
|
|
r_result.resize(p_rects.size());
|
|
|
|
for(int i=0;i<p_rects.size();i++) {
|
|
|
|
r_result[ results[best].result[i].idx ]=results[best].result[i].p;
|
|
}
|
|
|
|
r_size=Size2(results[best].max_w,results[best].max_h );
|
|
|
|
}
|
|
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|
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