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 */
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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: */
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20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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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
37class TriangleMesh : public RefCounted {
38 GDCLASS(TriangleMesh, RefCounted);
39
40public:
41 struct Triangle {
42 Vector3 normal;
43 int indices[3];
44 int32_t surface_index;
45 };
46
47private:
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
83public:
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