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More cleanups and reorganizations.
This commit is contained in:
parent
a3d45fddd8
commit
b551dc7ec1
19
sfw/SCsub
19
sfw/SCsub
@ -1,19 +0,0 @@
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#!/usr/bin/env python
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Import("env")
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env.core_sources = []
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env.add_source_files(env.core_sources, "*.cpp")
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env.add_source_files(env.core_sources, "./math/*.cpp")
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env.add_source_files(env.core_sources, "./containers/*.cpp")
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env.add_source_files(env.core_sources, "./log/*.cpp")
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env.add_source_files(env.core_sources, "./os/*.cpp")
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env.add_source_files(env.core_sources, "./image/*.cpp")
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env.add_source_files(env.core_sources, "./threading/*.cpp")
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env.add_source_files(env.core_sources, "./settings/*.cpp")
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env.add_source_files(env.core_sources, "./nodes/*.cpp")
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# Build it all as a library
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lib = env.add_library("core", env.core_sources)
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env.Prepend(LIBS=[lib])
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@ -1,722 +0,0 @@
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/*************************************************************************/
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/* triangle_mesh.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "triangle_mesh.h"
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#include "core/containers/sort_array.h"
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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) {
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if (p_depth > max_depth) {
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max_depth = p_depth;
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}
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if (p_size == 1) {
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return p_bb[p_from] - p_bvh;
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} else if (p_size == 0) {
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return -1;
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}
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AABB aabb;
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aabb = p_bb[p_from]->aabb;
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for (int i = 1; i < p_size; i++) {
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aabb.merge_with(p_bb[p_from + i]->aabb);
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}
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int li = aabb.get_longest_axis_index();
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switch (li) {
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case Vector3::AXIS_X: {
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SortArray<BVH *, BVHCmpX> sort_x;
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sort_x.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
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//sort_x.sort(&p_bb[p_from],p_size);
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} break;
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case Vector3::AXIS_Y: {
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SortArray<BVH *, BVHCmpY> sort_y;
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sort_y.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
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//sort_y.sort(&p_bb[p_from],p_size);
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} break;
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case Vector3::AXIS_Z: {
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SortArray<BVH *, BVHCmpZ> sort_z;
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sort_z.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
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//sort_z.sort(&p_bb[p_from],p_size);
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} break;
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}
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int left = _create_bvh(p_bvh, p_bb, p_from, p_size / 2, p_depth + 1, max_depth, max_alloc);
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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);
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int index = max_alloc++;
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BVH *_new = &p_bvh[index];
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_new->aabb = aabb;
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_new->center = aabb.position + aabb.size * 0.5f;
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_new->face_index = -1;
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_new->left = left;
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_new->right = right;
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return index;
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}
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void TriangleMesh::get_indices(PoolVector<int> *r_triangles_indices) const {
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if (!valid) {
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return;
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}
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const int triangles_num = triangles.size();
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// Parse vertices indices
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PoolVector<Triangle>::Read triangles_read = triangles.read();
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r_triangles_indices->resize(triangles_num * 3);
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PoolVector<int>::Write r_indices_write = r_triangles_indices->write();
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for (int i = 0; i < triangles_num; ++i) {
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r_indices_write[3 * i + 0] = triangles_read[i].indices[0];
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r_indices_write[3 * i + 1] = triangles_read[i].indices[1];
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r_indices_write[3 * i + 2] = triangles_read[i].indices[2];
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}
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}
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void TriangleMesh::create(const PoolVector<Vector3> &p_faces) {
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valid = false;
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int fc = p_faces.size();
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ERR_FAIL_COND(!fc || ((fc % 3) != 0));
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fc /= 3;
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triangles.resize(fc);
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bvh.resize(fc * 3); //will never be larger than this (todo make better)
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PoolVector<BVH>::Write bw = bvh.write();
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{
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//create faces and indices and base bvh
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//except for the Set for repeated triangles, everything
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//goes in-place.
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PoolVector<Vector3>::Read r = p_faces.read();
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PoolVector<Triangle>::Write w = triangles.write();
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RBMap<Vector3, int> db;
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for (int i = 0; i < fc; i++) {
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Triangle &f = w[i];
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const Vector3 *v = &r[i * 3];
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for (int j = 0; j < 3; j++) {
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int vidx = -1;
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Vector3 vs = v[j].snapped(Vector3(0.0001, 0.0001, 0.0001));
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RBMap<Vector3, int>::Element *E = db.find(vs);
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if (E) {
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vidx = E->get();
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} else {
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vidx = db.size();
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db[vs] = vidx;
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}
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f.indices[j] = vidx;
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if (j == 0) {
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bw[i].aabb.position = vs;
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} else {
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bw[i].aabb.expand_to(vs);
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}
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}
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f.normal = Face3(r[i * 3 + 0], r[i * 3 + 1], r[i * 3 + 2]).get_plane().get_normal();
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bw[i].left = -1;
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bw[i].right = -1;
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bw[i].face_index = i;
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bw[i].center = bw[i].aabb.position + bw[i].aabb.size * 0.5f;
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}
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vertices.resize(db.size());
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PoolVector<Vector3>::Write vw = vertices.write();
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for (RBMap<Vector3, int>::Element *E = db.front(); E; E = E->next()) {
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vw[E->get()] = E->key();
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}
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}
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PoolVector<BVH *> bwptrs;
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bwptrs.resize(fc);
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PoolVector<BVH *>::Write bwp = bwptrs.write();
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for (int i = 0; i < fc; i++) {
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bwp[i] = &bw[i];
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}
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max_depth = 0;
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int max_alloc = fc;
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_create_bvh(bw.ptr(), bwp.ptr(), 0, fc, 1, max_depth, max_alloc);
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bw.release(); //clearup
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bvh.resize(max_alloc); //resize back
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valid = true;
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}
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Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const {
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uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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enum {
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TEST_AABB_BIT = 0,
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VISIT_LEFT_BIT = 1,
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VISIT_RIGHT_BIT = 2,
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VISIT_DONE_BIT = 3,
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VISITED_BIT_SHIFT = 29,
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NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
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VISITED_BIT_MASK = ~NODE_IDX_MASK,
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};
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int n_count = 0;
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Vector3 n;
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int level = 0;
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PoolVector<Triangle>::Read trianglesr = triangles.read();
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PoolVector<Vector3>::Read verticesr = vertices.read();
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PoolVector<BVH>::Read bvhr = bvh.read();
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const Triangle *triangleptr = trianglesr.ptr();
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int pos = bvh.size() - 1;
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const BVH *bvhptr = bvhr.ptr();
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stack[0] = pos;
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while (true) {
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uint32_t node = stack[level] & NODE_IDX_MASK;
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const BVH &b = bvhptr[node];
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bool done = false;
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switch (stack[level] >> VISITED_BIT_SHIFT) {
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case TEST_AABB_BIT: {
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bool valid = b.aabb.intersects(p_aabb);
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if (!valid) {
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stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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} else {
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if (b.face_index >= 0) {
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const Triangle &s = triangleptr[b.face_index];
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n += s.normal;
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n_count++;
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stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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} else {
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stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
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}
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}
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continue;
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}
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case VISIT_LEFT_BIT: {
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stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
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stack[level + 1] = b.left | TEST_AABB_BIT;
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level++;
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continue;
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}
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case VISIT_RIGHT_BIT: {
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stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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stack[level + 1] = b.right | TEST_AABB_BIT;
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level++;
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continue;
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}
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case VISIT_DONE_BIT: {
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if (level == 0) {
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done = true;
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break;
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} else {
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level--;
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}
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continue;
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}
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}
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if (done) {
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break;
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}
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}
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if (n_count > 0) {
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n /= n_count;
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}
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return n;
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}
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bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const {
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uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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enum {
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TEST_AABB_BIT = 0,
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VISIT_LEFT_BIT = 1,
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VISIT_RIGHT_BIT = 2,
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VISIT_DONE_BIT = 3,
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VISITED_BIT_SHIFT = 29,
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NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
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VISITED_BIT_MASK = ~NODE_IDX_MASK,
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};
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Vector3 n = (p_end - p_begin).normalized();
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real_t d = 1e10;
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bool inters = false;
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int level = 0;
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PoolVector<Triangle>::Read trianglesr = triangles.read();
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PoolVector<Vector3>::Read verticesr = vertices.read();
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PoolVector<BVH>::Read bvhr = bvh.read();
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const Triangle *triangleptr = trianglesr.ptr();
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const Vector3 *vertexptr = verticesr.ptr();
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int pos = bvh.size() - 1;
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const BVH *bvhptr = bvhr.ptr();
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stack[0] = pos;
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while (true) {
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uint32_t node = stack[level] & NODE_IDX_MASK;
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const BVH &b = bvhptr[node];
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bool done = false;
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switch (stack[level] >> VISITED_BIT_SHIFT) {
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case TEST_AABB_BIT: {
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bool valid = b.aabb.intersects_segment(p_begin, p_end);
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//bool valid = b.aabb.intersects(ray_aabb);
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if (!valid) {
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stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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} else {
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if (b.face_index >= 0) {
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const Triangle &s = triangleptr[b.face_index];
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Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]);
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Vector3 res;
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if (f3.intersects_segment(p_begin, p_end, &res)) {
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real_t nd = n.dot(res);
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if (nd < d) {
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d = nd;
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r_point = res;
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r_normal = f3.get_plane().get_normal();
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inters = true;
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}
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}
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stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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} else {
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stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
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}
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}
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continue;
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}
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case VISIT_LEFT_BIT: {
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stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
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stack[level + 1] = b.left | TEST_AABB_BIT;
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level++;
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continue;
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}
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case VISIT_RIGHT_BIT: {
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stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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stack[level + 1] = b.right | TEST_AABB_BIT;
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level++;
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continue;
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}
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case VISIT_DONE_BIT: {
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if (level == 0) {
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done = true;
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break;
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} else {
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level--;
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}
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continue;
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}
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}
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if (done) {
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break;
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}
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}
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if (inters) {
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if (n.dot(r_normal) > 0) {
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r_normal = -r_normal;
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}
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}
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return inters;
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}
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bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal) const {
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uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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enum {
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TEST_AABB_BIT = 0,
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VISIT_LEFT_BIT = 1,
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VISIT_RIGHT_BIT = 2,
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VISIT_DONE_BIT = 3,
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VISITED_BIT_SHIFT = 29,
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NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
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VISITED_BIT_MASK = ~NODE_IDX_MASK,
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};
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Vector3 n = p_dir;
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real_t d = 1e20;
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bool inters = false;
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int level = 0;
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PoolVector<Triangle>::Read trianglesr = triangles.read();
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PoolVector<Vector3>::Read verticesr = vertices.read();
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PoolVector<BVH>::Read bvhr = bvh.read();
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const Triangle *triangleptr = trianglesr.ptr();
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const Vector3 *vertexptr = verticesr.ptr();
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int pos = bvh.size() - 1;
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const BVH *bvhptr = bvhr.ptr();
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stack[0] = pos;
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while (true) {
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uint32_t node = stack[level] & NODE_IDX_MASK;
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const BVH &b = bvhptr[node];
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bool done = false;
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switch (stack[level] >> VISITED_BIT_SHIFT) {
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case TEST_AABB_BIT: {
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bool valid = b.aabb.intersects_ray(p_begin, p_dir);
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if (!valid) {
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stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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} else {
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if (b.face_index >= 0) {
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const Triangle &s = triangleptr[b.face_index];
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Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]);
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Vector3 res;
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if (f3.intersects_ray(p_begin, p_dir, &res)) {
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real_t nd = n.dot(res);
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if (nd < d) {
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d = nd;
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r_point = res;
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r_normal = f3.get_plane().get_normal();
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inters = true;
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}
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}
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stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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} else {
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stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
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}
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}
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continue;
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}
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case VISIT_LEFT_BIT: {
|
||||
stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
|
||||
stack[level + 1] = b.left | TEST_AABB_BIT;
|
||||
level++;
|
||||
continue;
|
||||
}
|
||||
case VISIT_RIGHT_BIT: {
|
||||
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
|
||||
stack[level + 1] = b.right | TEST_AABB_BIT;
|
||||
level++;
|
||||
continue;
|
||||
}
|
||||
case VISIT_DONE_BIT: {
|
||||
if (level == 0) {
|
||||
done = true;
|
||||
break;
|
||||
} else {
|
||||
level--;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (done) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (inters) {
|
||||
if (n.dot(r_normal) > 0) {
|
||||
r_normal = -r_normal;
|
||||
}
|
||||
}
|
||||
|
||||
return inters;
|
||||
}
|
||||
|
||||
bool TriangleMesh::intersect_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {
|
||||
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
|
||||
|
||||
//p_fully_inside = true;
|
||||
|
||||
enum {
|
||||
TEST_AABB_BIT = 0,
|
||||
VISIT_LEFT_BIT = 1,
|
||||
VISIT_RIGHT_BIT = 2,
|
||||
VISIT_DONE_BIT = 3,
|
||||
VISITED_BIT_SHIFT = 29,
|
||||
NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
|
||||
VISITED_BIT_MASK = ~NODE_IDX_MASK,
|
||||
|
||||
};
|
||||
|
||||
int level = 0;
|
||||
|
||||
PoolVector<Triangle>::Read trianglesr = triangles.read();
|
||||
PoolVector<Vector3>::Read verticesr = vertices.read();
|
||||
PoolVector<BVH>::Read bvhr = bvh.read();
|
||||
|
||||
const Triangle *triangleptr = trianglesr.ptr();
|
||||
const Vector3 *vertexptr = verticesr.ptr();
|
||||
int pos = bvh.size() - 1;
|
||||
const BVH *bvhptr = bvhr.ptr();
|
||||
|
||||
stack[0] = pos;
|
||||
while (true) {
|
||||
uint32_t node = stack[level] & NODE_IDX_MASK;
|
||||
const BVH &b = bvhptr[node];
|
||||
bool done = false;
|
||||
|
||||
switch (stack[level] >> VISITED_BIT_SHIFT) {
|
||||
case TEST_AABB_BIT: {
|
||||
bool valid = b.aabb.intersects_convex_shape(p_planes, p_plane_count, p_points, p_point_count);
|
||||
if (!valid) {
|
||||
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
|
||||
|
||||
} else {
|
||||
if (b.face_index >= 0) {
|
||||
const Triangle &s = triangleptr[b.face_index];
|
||||
|
||||
for (int j = 0; j < 3; ++j) {
|
||||
const Vector3 &point = vertexptr[s.indices[j]];
|
||||
const Vector3 &next_point = vertexptr[s.indices[(j + 1) % 3]];
|
||||
Vector3 res;
|
||||
bool over = true;
|
||||
for (int i = 0; i < p_plane_count; i++) {
|
||||
const Plane &p = p_planes[i];
|
||||
|
||||
if (p.intersects_segment(point, next_point, &res)) {
|
||||
bool inisde = true;
|
||||
for (int k = 0; k < p_plane_count; k++) {
|
||||
if (k == i) {
|
||||
continue;
|
||||
}
|
||||
const Plane &pp = p_planes[k];
|
||||
if (pp.is_point_over(res)) {
|
||||
inisde = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (inisde) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (p.is_point_over(point)) {
|
||||
over = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (over) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
|
||||
|
||||
} else {
|
||||
stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
case VISIT_LEFT_BIT: {
|
||||
stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
|
||||
stack[level + 1] = b.left | TEST_AABB_BIT;
|
||||
level++;
|
||||
continue;
|
||||
}
|
||||
case VISIT_RIGHT_BIT: {
|
||||
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
|
||||
stack[level + 1] = b.right | TEST_AABB_BIT;
|
||||
level++;
|
||||
continue;
|
||||
}
|
||||
case VISIT_DONE_BIT: {
|
||||
if (level == 0) {
|
||||
done = true;
|
||||
break;
|
||||
} else {
|
||||
level--;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (done) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
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 {
|
||||
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
|
||||
|
||||
enum {
|
||||
TEST_AABB_BIT = 0,
|
||||
VISIT_LEFT_BIT = 1,
|
||||
VISIT_RIGHT_BIT = 2,
|
||||
VISIT_DONE_BIT = 3,
|
||||
VISITED_BIT_SHIFT = 29,
|
||||
NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
|
||||
VISITED_BIT_MASK = ~NODE_IDX_MASK,
|
||||
|
||||
};
|
||||
|
||||
int level = 0;
|
||||
|
||||
PoolVector<Triangle>::Read trianglesr = triangles.read();
|
||||
PoolVector<Vector3>::Read verticesr = vertices.read();
|
||||
PoolVector<BVH>::Read bvhr = bvh.read();
|
||||
|
||||
Transform scale(Basis().scaled(p_scale));
|
||||
|
||||
const Triangle *triangleptr = trianglesr.ptr();
|
||||
const Vector3 *vertexptr = verticesr.ptr();
|
||||
int pos = bvh.size() - 1;
|
||||
const BVH *bvhptr = bvhr.ptr();
|
||||
|
||||
stack[0] = pos;
|
||||
while (true) {
|
||||
uint32_t node = stack[level] & NODE_IDX_MASK;
|
||||
const BVH &b = bvhptr[node];
|
||||
bool done = false;
|
||||
|
||||
switch (stack[level] >> VISITED_BIT_SHIFT) {
|
||||
case TEST_AABB_BIT: {
|
||||
bool intersects = scale.xform(b.aabb).intersects_convex_shape(p_planes, p_plane_count, p_points, p_point_count);
|
||||
if (!intersects) {
|
||||
return false;
|
||||
}
|
||||
|
||||
bool inside = scale.xform(b.aabb).inside_convex_shape(p_planes, p_plane_count);
|
||||
if (inside) {
|
||||
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
|
||||
|
||||
} else {
|
||||
if (b.face_index >= 0) {
|
||||
const Triangle &s = triangleptr[b.face_index];
|
||||
for (int j = 0; j < 3; ++j) {
|
||||
Vector3 point = scale.xform(vertexptr[s.indices[j]]);
|
||||
for (int i = 0; i < p_plane_count; i++) {
|
||||
const Plane &p = p_planes[i];
|
||||
if (p.is_point_over(point)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
|
||||
|
||||
} else {
|
||||
stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
case VISIT_LEFT_BIT: {
|
||||
stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
|
||||
stack[level + 1] = b.left | TEST_AABB_BIT;
|
||||
level++;
|
||||
continue;
|
||||
}
|
||||
case VISIT_RIGHT_BIT: {
|
||||
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
|
||||
stack[level + 1] = b.right | TEST_AABB_BIT;
|
||||
level++;
|
||||
continue;
|
||||
}
|
||||
case VISIT_DONE_BIT: {
|
||||
if (level == 0) {
|
||||
done = true;
|
||||
break;
|
||||
} else {
|
||||
level--;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (done) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool TriangleMesh::is_valid() const {
|
||||
return valid;
|
||||
}
|
||||
|
||||
PoolVector<Face3> TriangleMesh::get_faces() const {
|
||||
if (!valid) {
|
||||
return PoolVector<Face3>();
|
||||
}
|
||||
|
||||
PoolVector<Face3> faces;
|
||||
int ts = triangles.size();
|
||||
faces.resize(triangles.size());
|
||||
|
||||
PoolVector<Face3>::Write w = faces.write();
|
||||
PoolVector<Triangle>::Read r = triangles.read();
|
||||
PoolVector<Vector3>::Read rv = vertices.read();
|
||||
|
||||
for (int i = 0; i < ts; i++) {
|
||||
for (int j = 0; j < 3; j++) {
|
||||
w[i].vertex[j] = rv[r[i].indices[j]];
|
||||
}
|
||||
}
|
||||
|
||||
w.release();
|
||||
return faces;
|
||||
}
|
||||
|
||||
TriangleMesh::TriangleMesh() {
|
||||
valid = false;
|
||||
max_depth = 0;
|
||||
}
|
@ -1,100 +0,0 @@
|
||||
#ifndef TRIANGLE_MESH_H
|
||||
#define TRIANGLE_MESH_H
|
||||
|
||||
/*************************************************************************/
|
||||
/* triangle_mesh.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* PANDEMONIUM ENGINE */
|
||||
/* https://github.com/Relintai/pandemonium_engine */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2022-present Péter Magyar. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#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<Triangle> triangles;
|
||||
PoolVector<Vector3> 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> 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<Face3> get_faces() const;
|
||||
|
||||
const PoolVector<Triangle> &get_triangles() const { return triangles; }
|
||||
const PoolVector<Vector3> &get_vertices() const { return vertices; }
|
||||
void get_indices(PoolVector<int> *r_triangles_indices) const;
|
||||
|
||||
void create(const PoolVector<Vector3> &p_faces);
|
||||
TriangleMesh();
|
||||
};
|
||||
|
||||
#endif // TRIANGLE_MESH_H
|
@ -1,210 +0,0 @@
|
||||
/*************************************************************************/
|
||||
/* triangulate.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* PANDEMONIUM ENGINE */
|
||||
/* https://github.com/Relintai/pandemonium_engine */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2022-present Péter Magyar. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "triangulate.h"
|
||||
|
||||
real_t Triangulate::get_area(const Vector<Vector2> &contour) {
|
||||
int n = contour.size();
|
||||
const Vector2 *c = &contour[0];
|
||||
|
||||
real_t A = 0.0;
|
||||
|
||||
for (int p = n - 1, q = 0; q < n; p = q++) {
|
||||
A += c[p].cross(c[q]);
|
||||
}
|
||||
return A * 0.5f;
|
||||
}
|
||||
|
||||
/*
|
||||
* `is_inside_triangle` decides if a point P is inside the triangle
|
||||
* defined by A, B, C.
|
||||
*/
|
||||
bool Triangulate::is_inside_triangle(real_t Ax, real_t Ay,
|
||||
real_t Bx, real_t By,
|
||||
real_t Cx, real_t Cy,
|
||||
real_t Px, real_t Py,
|
||||
bool include_edges) {
|
||||
real_t ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
|
||||
real_t cCROSSap, bCROSScp, aCROSSbp;
|
||||
|
||||
ax = Cx - Bx;
|
||||
ay = Cy - By;
|
||||
bx = Ax - Cx;
|
||||
by = Ay - Cy;
|
||||
cx = Bx - Ax;
|
||||
cy = By - Ay;
|
||||
apx = Px - Ax;
|
||||
apy = Py - Ay;
|
||||
bpx = Px - Bx;
|
||||
bpy = Py - By;
|
||||
cpx = Px - Cx;
|
||||
cpy = Py - Cy;
|
||||
|
||||
aCROSSbp = ax * bpy - ay * bpx;
|
||||
cCROSSap = cx * apy - cy * apx;
|
||||
bCROSScp = bx * cpy - by * cpx;
|
||||
|
||||
if (include_edges) {
|
||||
return ((aCROSSbp > 0) && (bCROSScp > 0) && (cCROSSap > 0));
|
||||
} else {
|
||||
return ((aCROSSbp >= 0) && (bCROSScp >= 0) && (cCROSSap >= 0));
|
||||
}
|
||||
}
|
||||
|
||||
bool Triangulate::snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V, bool relaxed) {
|
||||
int p;
|
||||
real_t Ax, Ay, Bx, By, Cx, Cy, Px, Py;
|
||||
const Vector2 *contour = &p_contour[0];
|
||||
|
||||
Ax = contour[V[u]].x;
|
||||
Ay = contour[V[u]].y;
|
||||
|
||||
Bx = contour[V[v]].x;
|
||||
By = contour[V[v]].y;
|
||||
|
||||
Cx = contour[V[w]].x;
|
||||
Cy = contour[V[w]].y;
|
||||
|
||||
// It can happen that the triangulation ends up with three aligned vertices to deal with.
|
||||
// In this scenario, making the check below strict may reject the possibility of
|
||||
// forming a last triangle with these aligned vertices, preventing the triangulatiom
|
||||
// from completing.
|
||||
// To avoid that we allow zero-area triangles if all else failed.
|
||||
float threshold = relaxed ? -CMP_EPSILON : CMP_EPSILON;
|
||||
|
||||
if (threshold > (((Bx - Ax) * (Cy - Ay)) - ((By - Ay) * (Cx - Ax)))) {
|
||||
return false;
|
||||
}
|
||||
|
||||
for (p = 0; p < n; p++) {
|
||||
if ((p == u) || (p == v) || (p == w)) {
|
||||
continue;
|
||||
}
|
||||
Px = contour[V[p]].x;
|
||||
Py = contour[V[p]].y;
|
||||
if (is_inside_triangle(Ax, Ay, Bx, By, Cx, Cy, Px, Py, relaxed)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Triangulate::triangulate(const Vector<Vector2> &contour, Vector<int> &result) {
|
||||
/* allocate and initialize list of Vertices in polygon */
|
||||
|
||||
int n = contour.size();
|
||||
if (n < 3) {
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector<int> V;
|
||||
V.resize(n);
|
||||
|
||||
/* we want a counter-clockwise polygon in V */
|
||||
|
||||
if (0 < get_area(contour)) {
|
||||
for (int v = 0; v < n; v++) {
|
||||
V.write[v] = v;
|
||||
}
|
||||
} else {
|
||||
for (int v = 0; v < n; v++) {
|
||||
V.write[v] = (n - 1) - v;
|
||||
}
|
||||
}
|
||||
|
||||
bool relaxed = false;
|
||||
|
||||
int nv = n;
|
||||
|
||||
/* remove nv-2 Vertices, creating 1 triangle every time */
|
||||
int count = 2 * nv; /* error detection */
|
||||
|
||||
for (int v = nv - 1; nv > 2;) {
|
||||
/* if we loop, it is probably a non-simple polygon */
|
||||
if (0 >= (count--)) {
|
||||
if (relaxed) {
|
||||
//** Triangulate: ERROR - probable bad polygon!
|
||||
return false;
|
||||
} else {
|
||||
// There may be aligned vertices that the strict
|
||||
// checks prevent from triangulating. In this situation
|
||||
// we are better off adding flat triangles than
|
||||
// failing, so we relax the checks and try one last
|
||||
// round.
|
||||
// Only relaxing the constraints as a last resort avoids
|
||||
// degenerate triangles when they aren't necessary.
|
||||
count = 2 * nv;
|
||||
relaxed = true;
|
||||
}
|
||||
}
|
||||
|
||||
/* three consecutive vertices in current polygon, <u,v,w> */
|
||||
int u = v;
|
||||
if (nv <= u) {
|
||||
u = 0; /* previous */
|
||||
}
|
||||
v = u + 1;
|
||||
if (nv <= v) {
|
||||
v = 0; /* new v */
|
||||
}
|
||||
int w = v + 1;
|
||||
if (nv <= w) {
|
||||
w = 0; /* next */
|
||||
}
|
||||
|
||||
if (snip(contour, u, v, w, nv, V, relaxed)) {
|
||||
int a, b, c, s, t;
|
||||
|
||||
/* true names of the vertices */
|
||||
a = V[u];
|
||||
b = V[v];
|
||||
c = V[w];
|
||||
|
||||
/* output Triangle */
|
||||
result.push_back(a);
|
||||
result.push_back(b);
|
||||
result.push_back(c);
|
||||
|
||||
/* remove v from remaining polygon */
|
||||
for (s = v, t = v + 1; t < nv; s++, t++) {
|
||||
V.write[s] = V[t];
|
||||
}
|
||||
|
||||
nv--;
|
||||
|
||||
/* reset error detection counter */
|
||||
count = 2 * nv;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
@ -1,64 +0,0 @@
|
||||
#ifndef TRIANGULATE_H
|
||||
#define TRIANGULATE_H
|
||||
|
||||
/*************************************************************************/
|
||||
/* triangulate.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* PANDEMONIUM ENGINE */
|
||||
/* https://github.com/Relintai/pandemonium_engine */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2022-present Péter Magyar. */
|
||||
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "core/math/vector2.h"
|
||||
|
||||
#include "core/containers/vector.h"
|
||||
|
||||
/*
|
||||
http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
|
||||
*/
|
||||
|
||||
class Triangulate {
|
||||
public:
|
||||
// triangulate a contour/polygon, places results in STL vector
|
||||
// as series of triangles.
|
||||
static bool triangulate(const Vector<Vector2> &contour, Vector<int> &result);
|
||||
|
||||
// compute area of a contour/polygon
|
||||
static real_t get_area(const Vector<Vector2> &contour);
|
||||
|
||||
// decide if point Px/Py is inside triangle defined by
|
||||
// (Ax,Ay) (Bx,By) (Cx,Cy)
|
||||
static bool is_inside_triangle(real_t Ax, real_t Ay,
|
||||
real_t Bx, real_t By,
|
||||
real_t Cx, real_t Cy,
|
||||
real_t Px, real_t Py,
|
||||
bool include_edges);
|
||||
|
||||
private:
|
||||
static bool snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V, bool relaxed);
|
||||
};
|
||||
|
||||
#endif
|
@ -1,122 +0,0 @@
|
||||
|
||||
#include "node.h"
|
||||
|
||||
#include "node_tree.h"
|
||||
|
||||
bool Node::is_in_tree() const {
|
||||
return _in_tree;
|
||||
}
|
||||
|
||||
Node *Node::get_parent() {
|
||||
return _parent;
|
||||
}
|
||||
void Node::set_parent(Node *parent) {
|
||||
if (_parent == parent) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (_parent) {
|
||||
notification(NOTIFICATION_UNPARENTED);
|
||||
}
|
||||
|
||||
_parent = parent;
|
||||
|
||||
if (_parent) {
|
||||
notification(NOTIFICATION_PARENTED);
|
||||
}
|
||||
}
|
||||
|
||||
int Node::get_child_count() {
|
||||
return _children.size();
|
||||
}
|
||||
Node *Node::get_child(int index) {
|
||||
return _children[index];
|
||||
}
|
||||
void Node::add_child(Node *child) {
|
||||
ERR_FAIL_COND(!child);
|
||||
ERR_FAIL_COND(child->get_parent());
|
||||
|
||||
_children.push_back(child);
|
||||
child->set_parent(this);
|
||||
|
||||
if (_in_tree) {
|
||||
child->set_tree(_tree);
|
||||
child->notification(NOTIFICATION_EXIT_TREE);
|
||||
}
|
||||
|
||||
notification(NOTIFICATION_CHILD_ADDED);
|
||||
}
|
||||
void Node::remove_child_index(int index) {
|
||||
Node *c = _children[index];
|
||||
|
||||
_children.remove_keep_order(index);
|
||||
c->set_parent(nullptr);
|
||||
|
||||
notification(NOTIFICATION_CHILD_REMOVED);
|
||||
}
|
||||
void Node::remove_child(Node *child) {
|
||||
ERR_FAIL_COND(!child);
|
||||
|
||||
for (int i = 0; i < _children.size(); ++i) {
|
||||
Node *c = _children[i];
|
||||
|
||||
if (c == child) {
|
||||
_children.remove_keep_order(i);
|
||||
child->set_parent(nullptr);
|
||||
notification(NOTIFICATION_CHILD_REMOVED);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
NodeTree *Node::get_tree() {
|
||||
return _tree;
|
||||
}
|
||||
|
||||
void Node::set_tree(NodeTree *tree) {
|
||||
if (_tree) {
|
||||
_in_tree = false;
|
||||
_notification(NOTIFICATION_EXIT_TREE);
|
||||
}
|
||||
|
||||
_tree = tree;
|
||||
|
||||
if (_tree) {
|
||||
_in_tree = true;
|
||||
}
|
||||
|
||||
for (int i = 0; i < _children.size(); ++i) {
|
||||
_children[i]->set_tree(tree);
|
||||
}
|
||||
|
||||
if (_tree) {
|
||||
_notification(NOTIFICATION_ENTER_TREE);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Node::notification(const int what) {
|
||||
_notification(what);
|
||||
|
||||
for (int i = 0; i < _children.size(); ++i) {
|
||||
_children[i]->notification(what);
|
||||
}
|
||||
}
|
||||
void Node::_notification(const int what) {
|
||||
}
|
||||
|
||||
Node::Node() :
|
||||
Object() {
|
||||
|
||||
_in_tree = false;
|
||||
_parent = nullptr;
|
||||
_tree = nullptr;
|
||||
}
|
||||
|
||||
Node::~Node() {
|
||||
for (int i = 0; i < _children.size(); ++i) {
|
||||
delete _children[i];
|
||||
}
|
||||
|
||||
_children.clear();
|
||||
}
|
@ -1,52 +0,0 @@
|
||||
#ifndef NODE_H
|
||||
#define NODE_H
|
||||
|
||||
#include "core/object.h"
|
||||
#include "core/containers/vector.h"
|
||||
|
||||
class NodeTree;
|
||||
|
||||
class Node : public Object {
|
||||
RCPP_OBJECT(Node, Object);
|
||||
|
||||
public:
|
||||
enum {
|
||||
NOTIFICATION_ENTER_TREE = 0,
|
||||
NOTIFICATION_EXIT_TREE = 1,
|
||||
NOTIFICATION_PARENTED = 2,
|
||||
NOTIFICATION_UNPARENTED = 3,
|
||||
NOTIFICATION_CHILD_ADDED = 4,
|
||||
NOTIFICATION_CHILD_REMOVED = 5,
|
||||
NOTIFICATION_CHILD_MOVED = 6,
|
||||
NOTIFICATION_UPDATE = 7,
|
||||
NOTIFICATION_TREE_WRITE_LOCKED = 8,
|
||||
};
|
||||
|
||||
bool is_in_tree() const;
|
||||
|
||||
Node *get_parent();
|
||||
void set_parent(Node *parent);
|
||||
|
||||
int get_child_count();
|
||||
Node *get_child(int index);
|
||||
void add_child(Node *child);
|
||||
void remove_child_index(int index);
|
||||
void remove_child(Node *child);
|
||||
|
||||
NodeTree *get_tree();
|
||||
void set_tree(NodeTree *tree);
|
||||
|
||||
virtual void notification(const int what);
|
||||
virtual void _notification(const int what);
|
||||
|
||||
Node();
|
||||
~Node();
|
||||
|
||||
protected:
|
||||
bool _in_tree;
|
||||
Node * _parent;
|
||||
Vector<Node *> _children;
|
||||
NodeTree *_tree;
|
||||
};
|
||||
|
||||
#endif
|
@ -1,60 +0,0 @@
|
||||
|
||||
#include "node_tree.h"
|
||||
|
||||
#include "node.h"
|
||||
|
||||
Node *NodeTree::get_root() {
|
||||
return _root_node;
|
||||
}
|
||||
|
||||
void NodeTree::set_root(Node *root) {
|
||||
if (_root_node) {
|
||||
_root_node->set_tree(nullptr);
|
||||
}
|
||||
|
||||
_root_node = root;
|
||||
|
||||
if (_root_node) {
|
||||
_root_node->set_tree(this);
|
||||
}
|
||||
}
|
||||
|
||||
void NodeTree::update() {
|
||||
if (!_root_node) {
|
||||
return;
|
||||
}
|
||||
|
||||
_root_node->notification(Node::NOTIFICATION_UPDATE);
|
||||
|
||||
if (_write_lock_requested) {
|
||||
_rw_lock.write_lock();
|
||||
_root_node->notification(Node::NOTIFICATION_TREE_WRITE_LOCKED);
|
||||
_rw_lock.write_unlock();
|
||||
|
||||
_write_lock_requested = false;
|
||||
}
|
||||
}
|
||||
|
||||
void NodeTree::_send_update() {
|
||||
if (_root_node) {
|
||||
_root_node->notification(Node::NOTIFICATION_UPDATE);
|
||||
}
|
||||
}
|
||||
|
||||
float NodeTree::get_update_delta_time() {
|
||||
return 0;
|
||||
}
|
||||
|
||||
NodeTree::NodeTree() :
|
||||
Object() {
|
||||
|
||||
_root_node = nullptr;
|
||||
_update_interval = 0;
|
||||
}
|
||||
|
||||
NodeTree::~NodeTree() {
|
||||
if (_root_node) {
|
||||
delete _root_node;
|
||||
_root_node = nullptr;
|
||||
}
|
||||
}
|
@ -1,35 +0,0 @@
|
||||
#ifndef NODE_TREE_H
|
||||
#define NODE_TREE_H
|
||||
|
||||
#include "core/object.h"
|
||||
#include "core/threading/rw_lock.h"
|
||||
|
||||
class Node;
|
||||
|
||||
class NodeTree : public Object {
|
||||
RCPP_OBJECT(NodeTree, Object);
|
||||
|
||||
public:
|
||||
Node *get_root();
|
||||
virtual void set_root(Node *root);
|
||||
|
||||
virtual void update();
|
||||
|
||||
void request_write_lock();
|
||||
|
||||
virtual float get_update_delta_time();
|
||||
|
||||
NodeTree();
|
||||
~NodeTree();
|
||||
|
||||
protected:
|
||||
virtual void _send_update();
|
||||
|
||||
Node *_root_node;
|
||||
float _update_interval;
|
||||
|
||||
bool _write_lock_requested;
|
||||
RWLock _rw_lock;
|
||||
};
|
||||
|
||||
#endif
|
@ -1,26 +0,0 @@
|
||||
Copyright (c) 2013-2016, tinydir authors:
|
||||
- Cong Xu
|
||||
- Lautis Sun
|
||||
- Baudouin Feildel
|
||||
- Andargor <andargor@yahoo.com>
|
||||
All rights reserved.
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright notice, this
|
||||
list of conditions and the following disclaimer.
|
||||
2. Redistributions in binary form must reproduce the above copyright notice,
|
||||
this list of conditions and the following disclaimer in the documentation
|
||||
and/or other materials provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
||||
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
|
||||
ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
@ -1,79 +0,0 @@
|
||||
TinyDir
|
||||
=======
|
||||
[![Build Status](https://travis-ci.org/cxong/tinydir.svg?branch=master)](https://travis-ci.org/cxong/tinydir)
|
||||
[![Release](http://img.shields.io/github/release/cxong/tinydir.svg)](https://github.com/cxong/tinydir/releases/latest)
|
||||
|
||||
Lightweight, portable and easy to integrate C directory and file reader. TinyDir wraps dirent for POSIX and FindFirstFile for Windows.
|
||||
|
||||
Windows unicode is supported by defining `UNICODE` and `_UNICODE` before including `tinydir.h`.
|
||||
|
||||
Example
|
||||
=======
|
||||
|
||||
There are two methods. Error checking omitted:
|
||||
|
||||
```C
|
||||
tinydir_dir dir;
|
||||
tinydir_open(&dir, "/path/to/dir");
|
||||
|
||||
while (dir.has_next)
|
||||
{
|
||||
tinydir_file file;
|
||||
tinydir_readfile(&dir, &file);
|
||||
|
||||
printf("%s", file.name);
|
||||
if (file.is_dir)
|
||||
{
|
||||
printf("/");
|
||||
}
|
||||
printf("\n");
|
||||
|
||||
tinydir_next(&dir);
|
||||
}
|
||||
|
||||
tinydir_close(&dir);
|
||||
```
|
||||
|
||||
```C
|
||||
tinydir_dir dir;
|
||||
int i;
|
||||
tinydir_open_sorted(&dir, "/path/to/dir");
|
||||
|
||||
for (i = 0; i < dir.n_files; i++)
|
||||
{
|
||||
tinydir_file file;
|
||||
tinydir_readfile_n(&dir, &file, i);
|
||||
|
||||
printf("%s", file.name);
|
||||
if (file.is_dir)
|
||||
{
|
||||
printf("/");
|
||||
}
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
tinydir_close(&dir);
|
||||
```
|
||||
|
||||
See the `/samples` folder for more examples, including an interactive command-line directory navigator.
|
||||
|
||||
Language
|
||||
========
|
||||
|
||||
ANSI C, or C90.
|
||||
|
||||
Platforms
|
||||
=========
|
||||
|
||||
POSIX and Windows supported. Open to the possibility of supporting other platforms.
|
||||
|
||||
License
|
||||
=======
|
||||
|
||||
Simplified BSD; if you use tinydir you can comply by including `tinydir.h` or `COPYING` somewhere in your package.
|
||||
|
||||
Known Limitations
|
||||
=================
|
||||
|
||||
- Limited path and filename sizes
|
||||
- [Possible race condition bug if folder being read has changing content](https://github.com/cxong/tinydir/issues/13)
|
@ -1,17 +0,0 @@
|
||||
{
|
||||
"name": "tinydir",
|
||||
"description": "Lightweight, portable and easy to integrate C directory and file reader",
|
||||
"license": "BSD-2-Clause",
|
||||
"keywords": [
|
||||
"dir",
|
||||
"directory",
|
||||
"file",
|
||||
"reader",
|
||||
"filesystem"
|
||||
],
|
||||
"src": [
|
||||
"tinydir.h"
|
||||
],
|
||||
"version": "1.2.4",
|
||||
"repo": "cxong/tinydir"
|
||||
}
|
Loading…
Reference in New Issue
Block a user