1 | /**************************************************************************/ |
2 | /* triangle_mesh.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef TRIANGLE_MESH_H |
32 | #define TRIANGLE_MESH_H |
33 | |
34 | #include "core/math/face3.h" |
35 | #include "core/object/ref_counted.h" |
36 | |
37 | class TriangleMesh : public RefCounted { |
38 | GDCLASS(TriangleMesh, RefCounted); |
39 | |
40 | public: |
41 | struct Triangle { |
42 | Vector3 normal; |
43 | int indices[3]; |
44 | int32_t surface_index; |
45 | }; |
46 | |
47 | private: |
48 | Vector<Triangle> triangles; |
49 | Vector<Vector3> vertices; |
50 | |
51 | struct BVH { |
52 | AABB aabb; |
53 | Vector3 center; //used for sorting |
54 | int left; |
55 | int right; |
56 | |
57 | int face_index; |
58 | }; |
59 | |
60 | struct BVHCmpX { |
61 | bool operator()(const BVH *p_left, const BVH *p_right) const { |
62 | return p_left->center.x < p_right->center.x; |
63 | } |
64 | }; |
65 | |
66 | struct BVHCmpY { |
67 | bool operator()(const BVH *p_left, const BVH *p_right) const { |
68 | return p_left->center.y < p_right->center.y; |
69 | } |
70 | }; |
71 | struct BVHCmpZ { |
72 | bool operator()(const BVH *p_left, const BVH *p_right) const { |
73 | return p_left->center.z < p_right->center.z; |
74 | } |
75 | }; |
76 | |
77 | int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc); |
78 | |
79 | Vector<BVH> bvh; |
80 | int max_depth; |
81 | bool valid; |
82 | |
83 | public: |
84 | bool is_valid() const; |
85 | bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr) const; |
86 | bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr) const; |
87 | bool inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, Vector3 p_scale = Vector3(1, 1, 1)) const; |
88 | Vector<Face3> get_faces() const; |
89 | |
90 | const Vector<Triangle> &get_triangles() const { return triangles; } |
91 | const Vector<Vector3> &get_vertices() const { return vertices; } |
92 | void get_indices(Vector<int> *r_triangles_indices) const; |
93 | |
94 | void create(const Vector<Vector3> &p_faces, const Vector<int32_t> &p_surface_indices = Vector<int32_t>()); |
95 | TriangleMesh(); |
96 | }; |
97 | |
98 | #endif // TRIANGLE_MESH_H |
99 | |