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Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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@@ -33,30 +33,25 @@
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#include "core/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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@@ -90,7 +85,6 @@ int TriangleMesh::_create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, in
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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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@@ -110,7 +104,6 @@ void TriangleMesh::get_indices(PoolVector<int> *r_triangles_indices) const {
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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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@@ -122,7 +115,6 @@ void TriangleMesh::create(const PoolVector<Vector3> &p_faces) {
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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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@@ -132,12 +124,10 @@ void TriangleMesh::create(const PoolVector<Vector3> &p_faces) {
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Map<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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Map<Vector3, int>::Element *E = db.find(vs);
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@@ -174,7 +164,6 @@ void TriangleMesh::create(const PoolVector<Vector3> &p_faces) {
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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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@@ -189,7 +178,6 @@ void TriangleMesh::create(const PoolVector<Vector3> &p_faces) {
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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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@@ -218,23 +206,18 @@ Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const {
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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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@@ -242,28 +225,24 @@ Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const {
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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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@@ -284,7 +263,6 @@ Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const {
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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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@@ -315,35 +293,28 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en
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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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@@ -354,28 +325,24 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en
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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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@@ -390,7 +357,6 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en
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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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@@ -399,7 +365,6 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en
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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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@@ -430,33 +395,26 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V
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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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@@ -467,28 +425,24 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V
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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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@@ -503,7 +457,6 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V
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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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@@ -540,23 +493,18 @@ bool TriangleMesh::intersect_convex_shape(const Plane *p_planes, int p_plane_cou
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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, p_points, p_point_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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@@ -594,28 +542,24 @@ bool TriangleMesh::intersect_convex_shape(const Plane *p_planes, int p_plane_cou
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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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@@ -661,25 +605,21 @@ bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_count,
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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, p_points, p_point_count);
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if (!intersects)
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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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@@ -694,28 +634,24 @@ bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_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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@@ -733,12 +669,10 @@ bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_count,
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}
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bool TriangleMesh::is_valid() const {
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return valid;
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}
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PoolVector<Face3> TriangleMesh::get_faces() const {
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if (!valid)
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return PoolVector<Face3>();
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@@ -761,7 +695,6 @@ PoolVector<Face3> TriangleMesh::get_faces() const {
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}
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TriangleMesh::TriangleMesh() {
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valid = false;
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max_depth = 0;
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}
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