#ifndef TRIANGLE_MESH_H #define TRIANGLE_MESH_H /* triangle_mesh.h */ #include "core/math/face3.h" #include "core/object/reference.h" class TriangleMesh : public Reference { GDCLASS(TriangleMesh, Reference); public: struct Triangle { Vector3 normal; int indices[3]; }; private: PoolVector triangles; PoolVector vertices; struct BVH { AABB aabb; Vector3 center; //used for sorting int left; int right; int face_index; }; struct BVHCmpX { bool operator()(const BVH *p_left, const BVH *p_right) const { return p_left->center.x < p_right->center.x; } }; struct BVHCmpY { bool operator()(const BVH *p_left, const BVH *p_right) const { return p_left->center.y < p_right->center.y; } }; struct BVHCmpZ { bool operator()(const BVH *p_left, const BVH *p_right) const { return p_left->center.z < p_right->center.z; } }; int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc); PoolVector bvh; int max_depth; bool valid; public: bool is_valid() const; bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const; bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal) const; bool intersect_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const; 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; Vector3 get_area_normal(const AABB &p_aabb) const; PoolVector get_faces() const; const PoolVector &get_triangles() const { return triangles; } const PoolVector &get_vertices() const { return vertices; } void get_indices(PoolVector *r_triangles_indices) const; void create(const PoolVector &p_faces); TriangleMesh(); }; #endif // TRIANGLE_MESH_H