triangle_mesh.h 3.5 KB

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  1. /*************************************************************************/
  2. /* triangle_mesh.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #ifndef TRIANGLE_MESH_H
  30. #define TRIANGLE_MESH_H
  31. #include "reference.h"
  32. #include "face3.h"
  33. class TriangleMesh : public Reference {
  34. OBJ_TYPE( TriangleMesh, Reference);
  35. struct Triangle {
  36. Vector3 normal;
  37. int indices[3];
  38. };
  39. DVector<Triangle> triangles;
  40. DVector<Vector3> vertices;
  41. struct BVH {
  42. AABB aabb;
  43. Vector3 center; //used for sorting
  44. int left;
  45. int right;
  46. int face_index;
  47. };
  48. struct BVHCmpX {
  49. bool operator()(const BVH* p_left, const BVH* p_right) const {
  50. return p_left->center.x < p_right->center.x;
  51. }
  52. };
  53. struct BVHCmpY {
  54. bool operator()(const BVH* p_left, const BVH* p_right) const {
  55. return p_left->center.y < p_right->center.y;
  56. }
  57. };
  58. struct BVHCmpZ {
  59. bool operator()(const BVH* p_left, const BVH* p_right) const {
  60. return p_left->center.z < p_right->center.z;
  61. }
  62. };
  63. int _create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc);
  64. DVector<BVH> bvh;
  65. int max_depth;
  66. bool valid;
  67. public:
  68. bool is_valid() const;
  69. bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const;
  70. bool intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const;
  71. Vector3 get_area_normal(const AABB& p_aabb) const;
  72. DVector<Face3> get_faces() const;
  73. void create(const DVector<Vector3>& p_faces);
  74. TriangleMesh();
  75. };
  76. #endif // TRIANGLE_MESH_H