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https://github.com/Relintai/pandemonium_engine_minimal.git
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73 lines
2.0 KiB
C++
73 lines
2.0 KiB
C++
#ifndef TRIANGLE_MESH_H
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#define TRIANGLE_MESH_H
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/* triangle_mesh.h */
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#include "core/math/face3.h"
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#include "core/object/reference.h"
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class TriangleMesh : public Reference {
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GDCLASS(TriangleMesh, Reference);
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public:
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struct Triangle {
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Vector3 normal;
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int indices[3];
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};
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private:
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PoolVector<Triangle> triangles;
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PoolVector<Vector3> vertices;
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struct BVH {
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AABB aabb;
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Vector3 center; //used for sorting
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int left;
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int right;
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int face_index;
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};
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struct BVHCmpX {
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bool operator()(const BVH *p_left, const BVH *p_right) const {
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return p_left->center.x < p_right->center.x;
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}
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};
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struct BVHCmpY {
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bool operator()(const BVH *p_left, const BVH *p_right) const {
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return p_left->center.y < p_right->center.y;
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}
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};
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struct BVHCmpZ {
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bool operator()(const BVH *p_left, const BVH *p_right) const {
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return p_left->center.z < p_right->center.z;
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}
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};
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int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
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PoolVector<BVH> bvh;
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int max_depth;
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bool valid;
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public:
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bool is_valid() const;
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bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const;
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bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal) const;
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bool intersect_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const;
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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;
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Vector3 get_area_normal(const AABB &p_aabb) const;
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PoolVector<Face3> get_faces() const;
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const PoolVector<Triangle> &get_triangles() const { return triangles; }
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const PoolVector<Vector3> &get_vertices() const { return vertices; }
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void get_indices(PoolVector<int> *r_triangles_indices) const;
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void create(const PoolVector<Vector3> &p_faces);
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TriangleMesh();
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};
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#endif // TRIANGLE_MESH_H
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