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Polished 3D selection
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@@ -510,6 +510,222 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V
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return inters;
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}
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bool TriangleMesh::intersect_convex_shape(const Plane *p_planes, int p_plane_count) const {
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uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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//p_fully_inside = true;
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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 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_convex_shape(p_planes, p_plane_count);
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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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for (int j = 0; j < 3; ++j) {
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const Vector3 &point = vertexptr[s.indices[j]];
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const Vector3 &next_point = vertexptr[s.indices[(j + 1) % 3]];
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Vector3 res;
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bool over = true;
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for (int i = 0; i < p_plane_count; i++) {
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const Plane &p = p_planes[i];
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if (p.intersects_segment(point, next_point, &res)) {
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bool inisde = true;
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for (int k = 0; k < p_plane_count; k++) {
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if (k == i) continue;
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const Plane &pp = p_planes[k];
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if (pp.is_point_over(res)) {
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inisde = false;
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break;
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}
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}
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if (inisde) return true;
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}
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if (p.is_point_over(point)) {
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over = false;
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break;
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}
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}
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if (over) return true;
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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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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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return false;
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}
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bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_count, Vector3 p_scale) 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 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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Transform scale(Basis().scaled(p_scale));
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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 intersects = scale.xform(b.aabb).intersects_convex_shape(p_planes, p_plane_count);
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if (!intersects) return false;
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bool inside = scale.xform(b.aabb).inside_convex_shape(p_planes, p_plane_count);
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if (inside) {
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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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for (int j = 0; j < 3; ++j) {
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Vector3 point = scale.xform(vertexptr[s.indices[j]]);
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for (int i = 0; i < p_plane_count; i++) {
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const Plane &p = p_planes[i];
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if (p.is_point_over(point)) return false;
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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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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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return true;
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}
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bool TriangleMesh::is_valid() const {
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return valid;
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