triangle_mesh.h 4.5 KB

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  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. #pragma once
  31. #include "core/math/face3.h"
  32. #include "core/object/ref_counted.h"
  33. class TriangleMesh : public RefCounted {
  34. GDCLASS(TriangleMesh, RefCounted);
  35. public:
  36. struct Triangle {
  37. Vector3 normal;
  38. int indices[3];
  39. int32_t surface_index = 0;
  40. };
  41. protected:
  42. static void _bind_methods();
  43. private:
  44. Vector<Triangle> triangles;
  45. Vector<Vector3> vertices;
  46. struct BVH {
  47. AABB aabb;
  48. Vector3 center; //used for sorting
  49. int left = -1;
  50. int right = -1;
  51. int32_t face_index = -1;
  52. };
  53. struct BVHCmpX {
  54. bool operator()(const BVH *p_left, const BVH *p_right) const {
  55. return p_left->center.x < p_right->center.x;
  56. }
  57. };
  58. struct BVHCmpY {
  59. bool operator()(const BVH *p_left, const BVH *p_right) const {
  60. return p_left->center.y < p_right->center.y;
  61. }
  62. };
  63. struct BVHCmpZ {
  64. bool operator()(const BVH *p_left, const BVH *p_right) const {
  65. return p_left->center.z < p_right->center.z;
  66. }
  67. };
  68. int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
  69. Vector<BVH> bvh;
  70. int max_depth = 0;
  71. bool valid = false;
  72. public:
  73. bool is_valid() const;
  74. bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr, int32_t *r_face_index = nullptr) const;
  75. bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr, int32_t *r_face_index = nullptr) const;
  76. 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;
  77. Vector<Face3> get_faces() const;
  78. const Vector<Triangle> &get_triangles() const { return triangles; }
  79. const Vector<Vector3> &get_vertices() const { return vertices; }
  80. void get_indices(Vector<int> *r_triangles_indices) const;
  81. void create(const Vector<Vector3> &p_faces, const Vector<int32_t> &p_surface_indices = Vector<int32_t>());
  82. // Wrapped functions for compatibility with method bindings
  83. // and user exposed script api that can't use more native types.
  84. bool create_from_faces(const Vector<Vector3> &p_faces);
  85. Dictionary intersect_segment_scriptwrap(const Vector3 &p_begin, const Vector3 &p_end) const;
  86. Dictionary intersect_ray_scriptwrap(const Vector3 &p_begin, const Vector3 &p_dir) const;
  87. Vector<Vector3> get_faces_scriptwrap() const;
  88. TriangleMesh();
  89. };