mirror of
https://github.com/godotengine/godot.git
synced 2024-12-03 09:52:18 +08:00
100 lines
3.5 KiB
C++
100 lines
3.5 KiB
C++
/*************************************************************************/
|
|
/* triangle_mesh.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* http://www.godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
#ifndef TRIANGLE_MESH_H
|
|
#define TRIANGLE_MESH_H
|
|
|
|
#include "reference.h"
|
|
#include "face3.h"
|
|
class TriangleMesh : public Reference {
|
|
|
|
OBJ_TYPE( TriangleMesh, Reference);
|
|
|
|
struct Triangle {
|
|
|
|
Vector3 normal;
|
|
int indices[3];
|
|
};
|
|
|
|
DVector<Triangle> triangles;
|
|
DVector<Vector3> vertices;
|
|
|
|
struct BVH {
|
|
|
|
AABB aabb;
|
|
Vector3 center; //used for sorting
|
|
int left;
|
|
int right;
|
|
|
|
int face_index;
|
|
};
|
|
|
|
struct BVHCmpX {
|
|
|
|
bool operator()(const BVH* p_left, const BVH* p_right) const {
|
|
|
|
return p_left->center.x < p_right->center.x;
|
|
}
|
|
};
|
|
|
|
struct BVHCmpY {
|
|
|
|
bool operator()(const BVH* p_left, const BVH* p_right) const {
|
|
|
|
return p_left->center.y < p_right->center.y;
|
|
}
|
|
};
|
|
struct BVHCmpZ {
|
|
|
|
bool operator()(const BVH* p_left, const BVH* p_right) const {
|
|
|
|
return p_left->center.z < p_right->center.z;
|
|
}
|
|
};
|
|
|
|
int _create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc);
|
|
|
|
DVector<BVH> bvh;
|
|
int max_depth;
|
|
bool valid;
|
|
|
|
public:
|
|
|
|
bool is_valid() const;
|
|
bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const;
|
|
bool intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const;
|
|
Vector3 get_area_normal(const AABB& p_aabb) const;
|
|
DVector<Face3> get_faces() const;
|
|
|
|
|
|
void create(const DVector<Vector3>& p_faces);
|
|
TriangleMesh();
|
|
};
|
|
|
|
#endif // TRIANGLE_MESH_H
|