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authorJuan Linietsky2014-02-09 22:10:30 -0300
committerJuan Linietsky2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /core/math/triangle_mesh.h
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
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+/*************************************************************************/
+/* triangle_mesh.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 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. */
+/*************************************************************************/
+#ifndef TRIANGLE_MESH_H
+#define TRIANGLE_MESH_H
+
+#include "reference.h"
+#include "face3.h"
+class TriangleMesh : public Reference {
+
+ OBJ_TYPE( TriangleMesh, Reference);
+
+ struct Triangle {
+
+ Vector3 normal;
+ int indices[3];
+ };
+
+ DVector<Triangle> triangles;
+ DVector<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);
+
+ DVector<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;
+ Vector3 get_area_normal(const AABB& p_aabb) const;
+ DVector<Face3> get_faces() const;
+
+
+ void create(const DVector<Vector3>& p_faces);
+ TriangleMesh();
+};
+
+#endif // TRIANGLE_MESH_H