triangle_mesh.cpp 17 KB

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  1. /*************************************************************************/
  2. /* triangle_mesh.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  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. #include "triangle_mesh.h"
  31. #include "core/sort_array.h"
  32. int TriangleMesh::_create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc) {
  33. if (p_depth > max_depth) {
  34. max_depth = p_depth;
  35. }
  36. if (p_size == 1) {
  37. return p_bb[p_from] - p_bvh;
  38. } else if (p_size == 0) {
  39. return -1;
  40. }
  41. AABB aabb;
  42. aabb = p_bb[p_from]->aabb;
  43. for (int i = 1; i < p_size; i++) {
  44. aabb.merge_with(p_bb[p_from + i]->aabb);
  45. }
  46. int li = aabb.get_longest_axis_index();
  47. switch (li) {
  48. case Vector3::AXIS_X: {
  49. SortArray<BVH *, BVHCmpX> sort_x;
  50. sort_x.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
  51. //sort_x.sort(&p_bb[p_from],p_size);
  52. } break;
  53. case Vector3::AXIS_Y: {
  54. SortArray<BVH *, BVHCmpY> sort_y;
  55. sort_y.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
  56. //sort_y.sort(&p_bb[p_from],p_size);
  57. } break;
  58. case Vector3::AXIS_Z: {
  59. SortArray<BVH *, BVHCmpZ> sort_z;
  60. sort_z.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
  61. //sort_z.sort(&p_bb[p_from],p_size);
  62. } break;
  63. }
  64. int left = _create_bvh(p_bvh, p_bb, p_from, p_size / 2, p_depth + 1, max_depth, max_alloc);
  65. int right = _create_bvh(p_bvh, p_bb, p_from + p_size / 2, p_size - p_size / 2, p_depth + 1, max_depth, max_alloc);
  66. int index = max_alloc++;
  67. BVH *_new = &p_bvh[index];
  68. _new->aabb = aabb;
  69. _new->center = aabb.position + aabb.size * 0.5;
  70. _new->face_index = -1;
  71. _new->left = left;
  72. _new->right = right;
  73. return index;
  74. }
  75. void TriangleMesh::get_indices(Vector<int> *r_triangles_indices) const {
  76. if (!valid) {
  77. return;
  78. }
  79. const int triangles_num = triangles.size();
  80. // Parse vertices indices
  81. const Triangle *triangles_read = triangles.ptr();
  82. r_triangles_indices->resize(triangles_num * 3);
  83. int *r_indices_write = r_triangles_indices->ptrw();
  84. for (int i = 0; i < triangles_num; ++i) {
  85. r_indices_write[3 * i + 0] = triangles_read[i].indices[0];
  86. r_indices_write[3 * i + 1] = triangles_read[i].indices[1];
  87. r_indices_write[3 * i + 2] = triangles_read[i].indices[2];
  88. }
  89. }
  90. void TriangleMesh::create(const Vector<Vector3> &p_faces) {
  91. valid = false;
  92. int fc = p_faces.size();
  93. ERR_FAIL_COND(!fc || ((fc % 3) != 0));
  94. fc /= 3;
  95. triangles.resize(fc);
  96. bvh.resize(fc * 3); //will never be larger than this (todo make better)
  97. BVH *bw = bvh.ptrw();
  98. {
  99. //create faces and indices and base bvh
  100. //except for the Set for repeated triangles, everything
  101. //goes in-place.
  102. const Vector3 *r = p_faces.ptr();
  103. Triangle *w = triangles.ptrw();
  104. Map<Vector3, int> db;
  105. for (int i = 0; i < fc; i++) {
  106. Triangle &f = w[i];
  107. const Vector3 *v = &r[i * 3];
  108. for (int j = 0; j < 3; j++) {
  109. int vidx = -1;
  110. Vector3 vs = v[j].snapped(Vector3(0.0001, 0.0001, 0.0001));
  111. Map<Vector3, int>::Element *E = db.find(vs);
  112. if (E) {
  113. vidx = E->get();
  114. } else {
  115. vidx = db.size();
  116. db[vs] = vidx;
  117. }
  118. f.indices[j] = vidx;
  119. if (j == 0) {
  120. bw[i].aabb.position = vs;
  121. } else {
  122. bw[i].aabb.expand_to(vs);
  123. }
  124. }
  125. f.normal = Face3(r[i * 3 + 0], r[i * 3 + 1], r[i * 3 + 2]).get_plane().get_normal();
  126. bw[i].left = -1;
  127. bw[i].right = -1;
  128. bw[i].face_index = i;
  129. bw[i].center = bw[i].aabb.position + bw[i].aabb.size * 0.5;
  130. }
  131. vertices.resize(db.size());
  132. Vector3 *vw = vertices.ptrw();
  133. for (Map<Vector3, int>::Element *E = db.front(); E; E = E->next()) {
  134. vw[E->get()] = E->key();
  135. }
  136. }
  137. Vector<BVH *> bwptrs;
  138. bwptrs.resize(fc);
  139. BVH **bwp = bwptrs.ptrw();
  140. for (int i = 0; i < fc; i++) {
  141. bwp[i] = &bw[i];
  142. }
  143. max_depth = 0;
  144. int max_alloc = fc;
  145. _create_bvh(bw, bwp, 0, fc, 1, max_depth, max_alloc);
  146. bvh.resize(max_alloc); //resize back
  147. valid = true;
  148. }
  149. Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const {
  150. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  151. enum {
  152. TEST_AABB_BIT = 0,
  153. VISIT_LEFT_BIT = 1,
  154. VISIT_RIGHT_BIT = 2,
  155. VISIT_DONE_BIT = 3,
  156. VISITED_BIT_SHIFT = 29,
  157. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  158. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  159. };
  160. int n_count = 0;
  161. Vector3 n;
  162. int level = 0;
  163. const Triangle *triangleptr = triangles.ptr();
  164. // const Vector3 *verticesr = vertices.ptr();
  165. const BVH *bvhptr = bvh.ptr();
  166. int pos = bvh.size() - 1;
  167. stack[0] = pos;
  168. while (true) {
  169. uint32_t node = stack[level] & NODE_IDX_MASK;
  170. const BVH &b = bvhptr[node];
  171. bool done = false;
  172. switch (stack[level] >> VISITED_BIT_SHIFT) {
  173. case TEST_AABB_BIT: {
  174. bool valid = b.aabb.intersects(p_aabb);
  175. if (!valid) {
  176. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  177. } else {
  178. if (b.face_index >= 0) {
  179. const Triangle &s = triangleptr[b.face_index];
  180. n += s.normal;
  181. n_count++;
  182. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  183. } else {
  184. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  185. }
  186. }
  187. continue;
  188. }
  189. case VISIT_LEFT_BIT: {
  190. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  191. stack[level + 1] = b.left | TEST_AABB_BIT;
  192. level++;
  193. continue;
  194. }
  195. case VISIT_RIGHT_BIT: {
  196. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  197. stack[level + 1] = b.right | TEST_AABB_BIT;
  198. level++;
  199. continue;
  200. }
  201. case VISIT_DONE_BIT: {
  202. if (level == 0) {
  203. done = true;
  204. break;
  205. } else {
  206. level--;
  207. }
  208. continue;
  209. }
  210. }
  211. if (done) {
  212. break;
  213. }
  214. }
  215. if (n_count > 0) {
  216. n /= n_count;
  217. }
  218. return n;
  219. }
  220. bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const {
  221. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  222. enum {
  223. TEST_AABB_BIT = 0,
  224. VISIT_LEFT_BIT = 1,
  225. VISIT_RIGHT_BIT = 2,
  226. VISIT_DONE_BIT = 3,
  227. VISITED_BIT_SHIFT = 29,
  228. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  229. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  230. };
  231. Vector3 n = (p_end - p_begin).normalized();
  232. real_t d = 1e10;
  233. bool inters = false;
  234. int level = 0;
  235. const Triangle *triangleptr = triangles.ptr();
  236. const Vector3 *vertexptr = vertices.ptr();
  237. const BVH *bvhptr = bvh.ptr();
  238. int pos = bvh.size() - 1;
  239. stack[0] = pos;
  240. while (true) {
  241. uint32_t node = stack[level] & NODE_IDX_MASK;
  242. const BVH &b = bvhptr[node];
  243. bool done = false;
  244. switch (stack[level] >> VISITED_BIT_SHIFT) {
  245. case TEST_AABB_BIT: {
  246. bool valid = b.aabb.intersects_segment(p_begin, p_end);
  247. //bool valid = b.aabb.intersects(ray_aabb);
  248. if (!valid) {
  249. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  250. } else {
  251. if (b.face_index >= 0) {
  252. const Triangle &s = triangleptr[b.face_index];
  253. Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]);
  254. Vector3 res;
  255. if (f3.intersects_segment(p_begin, p_end, &res)) {
  256. real_t nd = n.dot(res);
  257. if (nd < d) {
  258. d = nd;
  259. r_point = res;
  260. r_normal = f3.get_plane().get_normal();
  261. inters = true;
  262. }
  263. }
  264. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  265. } else {
  266. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  267. }
  268. }
  269. continue;
  270. }
  271. case VISIT_LEFT_BIT: {
  272. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  273. stack[level + 1] = b.left | TEST_AABB_BIT;
  274. level++;
  275. continue;
  276. }
  277. case VISIT_RIGHT_BIT: {
  278. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  279. stack[level + 1] = b.right | TEST_AABB_BIT;
  280. level++;
  281. continue;
  282. }
  283. case VISIT_DONE_BIT: {
  284. if (level == 0) {
  285. done = true;
  286. break;
  287. } else {
  288. level--;
  289. }
  290. continue;
  291. }
  292. }
  293. if (done) {
  294. break;
  295. }
  296. }
  297. if (inters) {
  298. if (n.dot(r_normal) > 0) {
  299. r_normal = -r_normal;
  300. }
  301. }
  302. return inters;
  303. }
  304. bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal) const {
  305. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  306. enum {
  307. TEST_AABB_BIT = 0,
  308. VISIT_LEFT_BIT = 1,
  309. VISIT_RIGHT_BIT = 2,
  310. VISIT_DONE_BIT = 3,
  311. VISITED_BIT_SHIFT = 29,
  312. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  313. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  314. };
  315. Vector3 n = p_dir;
  316. real_t d = 1e20;
  317. bool inters = false;
  318. int level = 0;
  319. const Triangle *triangleptr = triangles.ptr();
  320. const Vector3 *vertexptr = vertices.ptr();
  321. const BVH *bvhptr = bvh.ptr();
  322. int pos = bvh.size() - 1;
  323. stack[0] = pos;
  324. while (true) {
  325. uint32_t node = stack[level] & NODE_IDX_MASK;
  326. const BVH &b = bvhptr[node];
  327. bool done = false;
  328. switch (stack[level] >> VISITED_BIT_SHIFT) {
  329. case TEST_AABB_BIT: {
  330. bool valid = b.aabb.intersects_ray(p_begin, p_dir);
  331. if (!valid) {
  332. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  333. } else {
  334. if (b.face_index >= 0) {
  335. const Triangle &s = triangleptr[b.face_index];
  336. Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]);
  337. Vector3 res;
  338. if (f3.intersects_ray(p_begin, p_dir, &res)) {
  339. real_t nd = n.dot(res);
  340. if (nd < d) {
  341. d = nd;
  342. r_point = res;
  343. r_normal = f3.get_plane().get_normal();
  344. inters = true;
  345. }
  346. }
  347. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  348. } else {
  349. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  350. }
  351. }
  352. continue;
  353. }
  354. case VISIT_LEFT_BIT: {
  355. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  356. stack[level + 1] = b.left | TEST_AABB_BIT;
  357. level++;
  358. continue;
  359. }
  360. case VISIT_RIGHT_BIT: {
  361. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  362. stack[level + 1] = b.right | TEST_AABB_BIT;
  363. level++;
  364. continue;
  365. }
  366. case VISIT_DONE_BIT: {
  367. if (level == 0) {
  368. done = true;
  369. break;
  370. } else {
  371. level--;
  372. }
  373. continue;
  374. }
  375. }
  376. if (done) {
  377. break;
  378. }
  379. }
  380. if (inters) {
  381. if (n.dot(r_normal) > 0) {
  382. r_normal = -r_normal;
  383. }
  384. }
  385. return inters;
  386. }
  387. bool TriangleMesh::intersect_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {
  388. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  389. //p_fully_inside = true;
  390. enum {
  391. TEST_AABB_BIT = 0,
  392. VISIT_LEFT_BIT = 1,
  393. VISIT_RIGHT_BIT = 2,
  394. VISIT_DONE_BIT = 3,
  395. VISITED_BIT_SHIFT = 29,
  396. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  397. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  398. };
  399. int level = 0;
  400. const Triangle *triangleptr = triangles.ptr();
  401. const Vector3 *vertexptr = vertices.ptr();
  402. const BVH *bvhptr = bvh.ptr();
  403. int pos = bvh.size() - 1;
  404. stack[0] = pos;
  405. while (true) {
  406. uint32_t node = stack[level] & NODE_IDX_MASK;
  407. const BVH &b = bvhptr[node];
  408. bool done = false;
  409. switch (stack[level] >> VISITED_BIT_SHIFT) {
  410. case TEST_AABB_BIT: {
  411. bool valid = b.aabb.intersects_convex_shape(p_planes, p_plane_count, p_points, p_point_count);
  412. if (!valid) {
  413. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  414. } else {
  415. if (b.face_index >= 0) {
  416. const Triangle &s = triangleptr[b.face_index];
  417. for (int j = 0; j < 3; ++j) {
  418. const Vector3 &point = vertexptr[s.indices[j]];
  419. const Vector3 &next_point = vertexptr[s.indices[(j + 1) % 3]];
  420. Vector3 res;
  421. bool over = true;
  422. for (int i = 0; i < p_plane_count; i++) {
  423. const Plane &p = p_planes[i];
  424. if (p.intersects_segment(point, next_point, &res)) {
  425. bool inisde = true;
  426. for (int k = 0; k < p_plane_count; k++) {
  427. if (k == i) {
  428. continue;
  429. }
  430. const Plane &pp = p_planes[k];
  431. if (pp.is_point_over(res)) {
  432. inisde = false;
  433. break;
  434. }
  435. }
  436. if (inisde) {
  437. return true;
  438. }
  439. }
  440. if (p.is_point_over(point)) {
  441. over = false;
  442. break;
  443. }
  444. }
  445. if (over) {
  446. return true;
  447. }
  448. }
  449. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  450. } else {
  451. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  452. }
  453. }
  454. continue;
  455. }
  456. case VISIT_LEFT_BIT: {
  457. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  458. stack[level + 1] = b.left | TEST_AABB_BIT;
  459. level++;
  460. continue;
  461. }
  462. case VISIT_RIGHT_BIT: {
  463. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  464. stack[level + 1] = b.right | TEST_AABB_BIT;
  465. level++;
  466. continue;
  467. }
  468. case VISIT_DONE_BIT: {
  469. if (level == 0) {
  470. done = true;
  471. break;
  472. } else {
  473. level--;
  474. }
  475. continue;
  476. }
  477. }
  478. if (done) {
  479. break;
  480. }
  481. }
  482. return false;
  483. }
  484. bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, Vector3 p_scale) const {
  485. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  486. enum {
  487. TEST_AABB_BIT = 0,
  488. VISIT_LEFT_BIT = 1,
  489. VISIT_RIGHT_BIT = 2,
  490. VISIT_DONE_BIT = 3,
  491. VISITED_BIT_SHIFT = 29,
  492. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  493. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  494. };
  495. int level = 0;
  496. const Triangle *triangleptr = triangles.ptr();
  497. const Vector3 *vertexptr = vertices.ptr();
  498. const BVH *bvhptr = bvh.ptr();
  499. Transform scale(Basis().scaled(p_scale));
  500. int pos = bvh.size() - 1;
  501. stack[0] = pos;
  502. while (true) {
  503. uint32_t node = stack[level] & NODE_IDX_MASK;
  504. const BVH &b = bvhptr[node];
  505. bool done = false;
  506. switch (stack[level] >> VISITED_BIT_SHIFT) {
  507. case TEST_AABB_BIT: {
  508. bool intersects = scale.xform(b.aabb).intersects_convex_shape(p_planes, p_plane_count, p_points, p_point_count);
  509. if (!intersects) {
  510. return false;
  511. }
  512. bool inside = scale.xform(b.aabb).inside_convex_shape(p_planes, p_plane_count);
  513. if (inside) {
  514. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  515. } else {
  516. if (b.face_index >= 0) {
  517. const Triangle &s = triangleptr[b.face_index];
  518. for (int j = 0; j < 3; ++j) {
  519. Vector3 point = scale.xform(vertexptr[s.indices[j]]);
  520. for (int i = 0; i < p_plane_count; i++) {
  521. const Plane &p = p_planes[i];
  522. if (p.is_point_over(point)) {
  523. return false;
  524. }
  525. }
  526. }
  527. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  528. } else {
  529. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  530. }
  531. }
  532. continue;
  533. }
  534. case VISIT_LEFT_BIT: {
  535. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  536. stack[level + 1] = b.left | TEST_AABB_BIT;
  537. level++;
  538. continue;
  539. }
  540. case VISIT_RIGHT_BIT: {
  541. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  542. stack[level + 1] = b.right | TEST_AABB_BIT;
  543. level++;
  544. continue;
  545. }
  546. case VISIT_DONE_BIT: {
  547. if (level == 0) {
  548. done = true;
  549. break;
  550. } else {
  551. level--;
  552. }
  553. continue;
  554. }
  555. }
  556. if (done) {
  557. break;
  558. }
  559. }
  560. return true;
  561. }
  562. bool TriangleMesh::is_valid() const {
  563. return valid;
  564. }
  565. Vector<Face3> TriangleMesh::get_faces() const {
  566. if (!valid) {
  567. return Vector<Face3>();
  568. }
  569. Vector<Face3> faces;
  570. int ts = triangles.size();
  571. faces.resize(triangles.size());
  572. Face3 *w = faces.ptrw();
  573. const Triangle *r = triangles.ptr();
  574. const Vector3 *rv = vertices.ptr();
  575. for (int i = 0; i < ts; i++) {
  576. for (int j = 0; j < 3; j++) {
  577. w[i].vertex[j] = rv[r[i].indices[j]];
  578. }
  579. }
  580. return faces;
  581. }
  582. TriangleMesh::TriangleMesh() {
  583. valid = false;
  584. max_depth = 0;
  585. }