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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
89 lines
3.3 KiB
C++
89 lines
3.3 KiB
C++
/*************************************************************************/
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/* quick_hull.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef QUICK_HULL_H
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#define QUICK_HULL_H
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#include "core/math/aabb.h"
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#include "core/math/geometry_3d.h"
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#include "core/templates/list.h"
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#include "core/templates/set.h"
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class QuickHull {
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public:
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struct Edge {
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union {
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uint32_t vertices[2];
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uint64_t id = 0;
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};
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bool operator<(const Edge &p_edge) const {
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return id < p_edge.id;
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}
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Edge(int p_vtx_a = 0, int p_vtx_b = 0) {
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if (p_vtx_a > p_vtx_b) {
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SWAP(p_vtx_a, p_vtx_b);
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}
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vertices[0] = p_vtx_a;
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vertices[1] = p_vtx_b;
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}
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};
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struct Face {
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Plane plane;
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uint32_t vertices[3] = { 0 };
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Vector<int> points_over;
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bool operator<(const Face &p_face) const {
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return points_over.size() < p_face.points_over.size();
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}
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};
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private:
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struct FaceConnect {
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List<Face>::Element *left = nullptr;
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List<Face>::Element *right = nullptr;
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FaceConnect() {}
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};
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struct RetFaceConnect {
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List<Geometry3D::MeshData::Face>::Element *left = nullptr;
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List<Geometry3D::MeshData::Face>::Element *right = nullptr;
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RetFaceConnect() {}
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};
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public:
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static uint32_t debug_stop_after;
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static Error build(const Vector<Vector3> &p_points, Geometry3D::MeshData &r_mesh);
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};
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#endif // QUICK_HULL_H
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