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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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/templates/sort_array.h"
  32. int TriangleMesh::_create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &r_max_depth, int &r_max_alloc) {
  33. if (p_depth > r_max_depth) {
  34. r_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, r_max_depth, r_max_alloc);
  65. int right = _create_bvh(p_bvh, p_bb, p_from + p_size / 2, p_size - p_size / 2, p_depth + 1, r_max_depth, r_max_alloc);
  66. int index = r_max_alloc++;
  67. BVH *_new = &p_bvh[index];
  68. _new->aabb = aabb;
  69. _new->center = aabb.get_center();
  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, const Vector<int32_t> &p_surface_indices) {
  91. valid = false;
  92. ERR_FAIL_COND(p_surface_indices.size() && p_surface_indices.size() != p_faces.size());
  93. int fc = p_faces.size();
  94. ERR_FAIL_COND(!fc || ((fc % 3) != 0));
  95. fc /= 3;
  96. triangles.resize(fc);
  97. bvh.resize(fc * 3); //will never be larger than this (todo make better)
  98. BVH *bw = bvh.ptrw();
  99. {
  100. //create faces and indices and base bvh
  101. //except for the Set for repeated triangles, everything
  102. //goes in-place.
  103. const Vector3 *r = p_faces.ptr();
  104. const int32_t *si = p_surface_indices.ptr();
  105. Triangle *w = triangles.ptrw();
  106. HashMap<Vector3, int> db;
  107. for (int i = 0; i < fc; i++) {
  108. Triangle &f = w[i];
  109. const Vector3 *v = &r[i * 3];
  110. for (int j = 0; j < 3; j++) {
  111. int vidx = -1;
  112. Vector3 vs = v[j].snapped(Vector3(0.0001, 0.0001, 0.0001));
  113. HashMap<Vector3, int>::Iterator E = db.find(vs);
  114. if (E) {
  115. vidx = E->value;
  116. } else {
  117. vidx = db.size();
  118. db[vs] = vidx;
  119. }
  120. f.indices[j] = vidx;
  121. if (j == 0) {
  122. bw[i].aabb.position = vs;
  123. } else {
  124. bw[i].aabb.expand_to(vs);
  125. }
  126. }
  127. f.normal = Face3(r[i * 3 + 0], r[i * 3 + 1], r[i * 3 + 2]).get_plane().get_normal();
  128. f.surface_index = si ? si[i] : 0;
  129. bw[i].left = -1;
  130. bw[i].right = -1;
  131. bw[i].face_index = i;
  132. bw[i].center = bw[i].aabb.get_center();
  133. }
  134. vertices.resize(db.size());
  135. Vector3 *vw = vertices.ptrw();
  136. for (const KeyValue<Vector3, int> &E : db) {
  137. vw[E.value] = E.key;
  138. }
  139. }
  140. Vector<BVH *> bwptrs;
  141. bwptrs.resize(fc);
  142. BVH **bwp = bwptrs.ptrw();
  143. for (int i = 0; i < fc; i++) {
  144. bwp[i] = &bw[i];
  145. }
  146. max_depth = 0;
  147. int max_alloc = fc;
  148. _create_bvh(bw, bwp, 0, fc, 1, max_depth, max_alloc);
  149. bvh.resize(max_alloc); //resize back
  150. valid = true;
  151. }
  152. Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const {
  153. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  154. enum {
  155. TEST_AABB_BIT = 0,
  156. VISIT_LEFT_BIT = 1,
  157. VISIT_RIGHT_BIT = 2,
  158. VISIT_DONE_BIT = 3,
  159. VISITED_BIT_SHIFT = 29,
  160. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  161. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  162. };
  163. int n_count = 0;
  164. Vector3 n;
  165. int level = 0;
  166. const Triangle *triangleptr = triangles.ptr();
  167. // const Vector3 *verticesr = vertices.ptr();
  168. const BVH *bvhptr = bvh.ptr();
  169. int pos = bvh.size() - 1;
  170. stack[0] = pos;
  171. while (true) {
  172. uint32_t node = stack[level] & NODE_IDX_MASK;
  173. const BVH &b = bvhptr[node];
  174. bool done = false;
  175. switch (stack[level] >> VISITED_BIT_SHIFT) {
  176. case TEST_AABB_BIT: {
  177. if (!b.aabb.intersects(p_aabb)) {
  178. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  179. } else {
  180. if (b.face_index >= 0) {
  181. const Triangle &s = triangleptr[b.face_index];
  182. n += s.normal;
  183. n_count++;
  184. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  185. } else {
  186. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  187. }
  188. }
  189. continue;
  190. }
  191. case VISIT_LEFT_BIT: {
  192. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  193. level++;
  194. stack[level] = b.left | TEST_AABB_BIT;
  195. continue;
  196. }
  197. case VISIT_RIGHT_BIT: {
  198. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  199. level++;
  200. stack[level] = b.right | TEST_AABB_BIT;
  201. continue;
  202. }
  203. case VISIT_DONE_BIT: {
  204. if (level == 0) {
  205. done = true;
  206. break;
  207. } else {
  208. level--;
  209. }
  210. continue;
  211. }
  212. }
  213. if (done) {
  214. break;
  215. }
  216. }
  217. if (n_count > 0) {
  218. n /= n_count;
  219. }
  220. return n;
  221. }
  222. bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index) const {
  223. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  224. enum {
  225. TEST_AABB_BIT = 0,
  226. VISIT_LEFT_BIT = 1,
  227. VISIT_RIGHT_BIT = 2,
  228. VISIT_DONE_BIT = 3,
  229. VISITED_BIT_SHIFT = 29,
  230. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  231. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  232. };
  233. Vector3 n = (p_end - p_begin).normalized();
  234. real_t d = 1e10;
  235. bool inters = false;
  236. int level = 0;
  237. const Triangle *triangleptr = triangles.ptr();
  238. const Vector3 *vertexptr = vertices.ptr();
  239. const BVH *bvhptr = bvh.ptr();
  240. int pos = bvh.size() - 1;
  241. stack[0] = pos;
  242. while (true) {
  243. uint32_t node = stack[level] & NODE_IDX_MASK;
  244. const BVH &b = bvhptr[node];
  245. bool done = false;
  246. switch (stack[level] >> VISITED_BIT_SHIFT) {
  247. case TEST_AABB_BIT: {
  248. if (!b.aabb.intersects_segment(p_begin, p_end)) {
  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. if (r_surf_index) {
  262. *r_surf_index = s.surface_index;
  263. }
  264. inters = true;
  265. }
  266. }
  267. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  268. } else {
  269. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  270. }
  271. }
  272. continue;
  273. }
  274. case VISIT_LEFT_BIT: {
  275. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  276. level++;
  277. stack[level] = b.left | TEST_AABB_BIT;
  278. continue;
  279. }
  280. case VISIT_RIGHT_BIT: {
  281. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  282. level++;
  283. stack[level] = b.right | TEST_AABB_BIT;
  284. continue;
  285. }
  286. case VISIT_DONE_BIT: {
  287. if (level == 0) {
  288. done = true;
  289. break;
  290. } else {
  291. level--;
  292. }
  293. continue;
  294. }
  295. }
  296. if (done) {
  297. break;
  298. }
  299. }
  300. if (inters) {
  301. if (n.dot(r_normal) > 0) {
  302. r_normal = -r_normal;
  303. }
  304. }
  305. return inters;
  306. }
  307. bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index) const {
  308. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  309. enum {
  310. TEST_AABB_BIT = 0,
  311. VISIT_LEFT_BIT = 1,
  312. VISIT_RIGHT_BIT = 2,
  313. VISIT_DONE_BIT = 3,
  314. VISITED_BIT_SHIFT = 29,
  315. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  316. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  317. };
  318. Vector3 n = p_dir;
  319. real_t d = 1e20;
  320. bool inters = false;
  321. int level = 0;
  322. const Triangle *triangleptr = triangles.ptr();
  323. const Vector3 *vertexptr = vertices.ptr();
  324. const BVH *bvhptr = bvh.ptr();
  325. int pos = bvh.size() - 1;
  326. stack[0] = pos;
  327. while (true) {
  328. uint32_t node = stack[level] & NODE_IDX_MASK;
  329. const BVH &b = bvhptr[node];
  330. bool done = false;
  331. switch (stack[level] >> VISITED_BIT_SHIFT) {
  332. case TEST_AABB_BIT: {
  333. if (!b.aabb.intersects_ray(p_begin, p_dir)) {
  334. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  335. } else {
  336. if (b.face_index >= 0) {
  337. const Triangle &s = triangleptr[b.face_index];
  338. Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]);
  339. Vector3 res;
  340. if (f3.intersects_ray(p_begin, p_dir, &res)) {
  341. real_t nd = n.dot(res);
  342. if (nd < d) {
  343. d = nd;
  344. r_point = res;
  345. r_normal = f3.get_plane().get_normal();
  346. if (r_surf_index) {
  347. *r_surf_index = s.surface_index;
  348. }
  349. inters = true;
  350. }
  351. }
  352. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  353. } else {
  354. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  355. }
  356. }
  357. continue;
  358. }
  359. case VISIT_LEFT_BIT: {
  360. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  361. level++;
  362. stack[level] = b.left | TEST_AABB_BIT;
  363. continue;
  364. }
  365. case VISIT_RIGHT_BIT: {
  366. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  367. level++;
  368. stack[level] = b.right | TEST_AABB_BIT;
  369. continue;
  370. }
  371. case VISIT_DONE_BIT: {
  372. if (level == 0) {
  373. done = true;
  374. break;
  375. } else {
  376. level--;
  377. }
  378. continue;
  379. }
  380. }
  381. if (done) {
  382. break;
  383. }
  384. }
  385. if (inters) {
  386. if (n.dot(r_normal) > 0) {
  387. r_normal = -r_normal;
  388. }
  389. }
  390. return inters;
  391. }
  392. bool TriangleMesh::intersect_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {
  393. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  394. //p_fully_inside = true;
  395. enum {
  396. TEST_AABB_BIT = 0,
  397. VISIT_LEFT_BIT = 1,
  398. VISIT_RIGHT_BIT = 2,
  399. VISIT_DONE_BIT = 3,
  400. VISITED_BIT_SHIFT = 29,
  401. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  402. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  403. };
  404. int level = 0;
  405. const Triangle *triangleptr = triangles.ptr();
  406. const Vector3 *vertexptr = vertices.ptr();
  407. const BVH *bvhptr = bvh.ptr();
  408. int pos = bvh.size() - 1;
  409. stack[0] = pos;
  410. while (true) {
  411. uint32_t node = stack[level] & NODE_IDX_MASK;
  412. const BVH &b = bvhptr[node];
  413. bool done = false;
  414. switch (stack[level] >> VISITED_BIT_SHIFT) {
  415. case TEST_AABB_BIT: {
  416. if (!b.aabb.intersects_convex_shape(p_planes, p_plane_count, p_points, p_point_count)) {
  417. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  418. } else {
  419. if (b.face_index >= 0) {
  420. const Triangle &s = triangleptr[b.face_index];
  421. for (int j = 0; j < 3; ++j) {
  422. const Vector3 &point = vertexptr[s.indices[j]];
  423. const Vector3 &next_point = vertexptr[s.indices[(j + 1) % 3]];
  424. Vector3 res;
  425. bool over = true;
  426. for (int i = 0; i < p_plane_count; i++) {
  427. const Plane &p = p_planes[i];
  428. if (p.intersects_segment(point, next_point, &res)) {
  429. bool inisde = true;
  430. for (int k = 0; k < p_plane_count; k++) {
  431. if (k == i) {
  432. continue;
  433. }
  434. const Plane &pp = p_planes[k];
  435. if (pp.is_point_over(res)) {
  436. inisde = false;
  437. break;
  438. }
  439. }
  440. if (inisde) {
  441. return true;
  442. }
  443. }
  444. if (p.is_point_over(point)) {
  445. over = false;
  446. break;
  447. }
  448. }
  449. if (over) {
  450. return true;
  451. }
  452. }
  453. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  454. } else {
  455. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  456. }
  457. }
  458. continue;
  459. }
  460. case VISIT_LEFT_BIT: {
  461. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  462. level++;
  463. stack[level] = b.left | TEST_AABB_BIT;
  464. continue;
  465. }
  466. case VISIT_RIGHT_BIT: {
  467. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  468. level++;
  469. stack[level] = b.right | TEST_AABB_BIT;
  470. continue;
  471. }
  472. case VISIT_DONE_BIT: {
  473. if (level == 0) {
  474. done = true;
  475. break;
  476. } else {
  477. level--;
  478. }
  479. continue;
  480. }
  481. }
  482. if (done) {
  483. break;
  484. }
  485. }
  486. return false;
  487. }
  488. 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 {
  489. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  490. enum {
  491. TEST_AABB_BIT = 0,
  492. VISIT_LEFT_BIT = 1,
  493. VISIT_RIGHT_BIT = 2,
  494. VISIT_DONE_BIT = 3,
  495. VISITED_BIT_SHIFT = 29,
  496. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  497. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  498. };
  499. int level = 0;
  500. const Triangle *triangleptr = triangles.ptr();
  501. const Vector3 *vertexptr = vertices.ptr();
  502. const BVH *bvhptr = bvh.ptr();
  503. Transform3D scale(Basis().scaled(p_scale));
  504. int pos = bvh.size() - 1;
  505. stack[0] = pos;
  506. while (true) {
  507. uint32_t node = stack[level] & NODE_IDX_MASK;
  508. const BVH &b = bvhptr[node];
  509. bool done = false;
  510. switch (stack[level] >> VISITED_BIT_SHIFT) {
  511. case TEST_AABB_BIT: {
  512. bool intersects = scale.xform(b.aabb).intersects_convex_shape(p_planes, p_plane_count, p_points, p_point_count);
  513. if (!intersects) {
  514. return false;
  515. }
  516. bool inside = scale.xform(b.aabb).inside_convex_shape(p_planes, p_plane_count);
  517. if (inside) {
  518. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  519. } else {
  520. if (b.face_index >= 0) {
  521. const Triangle &s = triangleptr[b.face_index];
  522. for (int j = 0; j < 3; ++j) {
  523. Vector3 point = scale.xform(vertexptr[s.indices[j]]);
  524. for (int i = 0; i < p_plane_count; i++) {
  525. const Plane &p = p_planes[i];
  526. if (p.is_point_over(point)) {
  527. return false;
  528. }
  529. }
  530. }
  531. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  532. } else {
  533. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  534. }
  535. }
  536. continue;
  537. }
  538. case VISIT_LEFT_BIT: {
  539. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  540. level++;
  541. stack[level] = b.left | TEST_AABB_BIT;
  542. continue;
  543. }
  544. case VISIT_RIGHT_BIT: {
  545. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  546. level++;
  547. stack[level] = b.right | TEST_AABB_BIT;
  548. continue;
  549. }
  550. case VISIT_DONE_BIT: {
  551. if (level == 0) {
  552. done = true;
  553. break;
  554. } else {
  555. level--;
  556. }
  557. continue;
  558. }
  559. }
  560. if (done) {
  561. break;
  562. }
  563. }
  564. return true;
  565. }
  566. bool TriangleMesh::is_valid() const {
  567. return valid;
  568. }
  569. Vector<Face3> TriangleMesh::get_faces() const {
  570. if (!valid) {
  571. return Vector<Face3>();
  572. }
  573. Vector<Face3> faces;
  574. int ts = triangles.size();
  575. faces.resize(triangles.size());
  576. Face3 *w = faces.ptrw();
  577. const Triangle *r = triangles.ptr();
  578. const Vector3 *rv = vertices.ptr();
  579. for (int i = 0; i < ts; i++) {
  580. for (int j = 0; j < 3; j++) {
  581. w[i].vertex[j] = rv[r[i].indices[j]];
  582. }
  583. }
  584. return faces;
  585. }
  586. TriangleMesh::TriangleMesh() {
  587. valid = false;
  588. max_depth = 0;
  589. }