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	Expose TriangleMesh api functions wrapped for scripting
Adds script wrapped TriangleMesh api functions to create and query the triangle BVH tree.
This commit is contained in:
		@@ -182,7 +182,11 @@ void TriangleMesh::create(const Vector<Vector3> &p_faces, const Vector<int32_t>
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	valid = true;
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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, int32_t *r_surf_index) const {
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bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index, int32_t *r_face_index) const {
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	if (!valid) {
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		return false;
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	}
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	uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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	enum {
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@@ -234,6 +238,9 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en
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								if (r_surf_index) {
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									*r_surf_index = s.surface_index;
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								}
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								if (r_face_index) {
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									*r_face_index = b.face_index;
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								}
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								inters = true;
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							}
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						}
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@@ -283,7 +290,11 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en
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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, int32_t *r_surf_index) const {
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bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index, int32_t *r_face_index) const {
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	if (!valid) {
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		return false;
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	}
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	uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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	enum {
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@@ -335,6 +346,9 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V
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								if (r_surf_index) {
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									*r_surf_index = s.surface_index;
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								}
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								if (r_face_index) {
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									*r_face_index = b.face_index;
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								}
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								inters = true;
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							}
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						}
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@@ -385,6 +399,10 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V
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}
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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 {
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	if (!valid) {
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		return false;
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	}
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	uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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	enum {
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@@ -503,6 +521,85 @@ Vector<Face3> TriangleMesh::get_faces() const {
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	return faces;
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}
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bool TriangleMesh::create_from_faces(const Vector<Vector3> &p_faces) {
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	create(p_faces);
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	return is_valid();
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}
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Dictionary TriangleMesh::intersect_segment_scriptwrap(const Vector3 &p_begin, const Vector3 &p_end) const {
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	if (!valid) {
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		return Dictionary();
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	}
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	Vector3 r_point;
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	Vector3 r_normal;
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	int32_t r_face_index = -1;
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	bool intersected = intersect_segment(p_begin, p_end, r_point, r_normal, nullptr, &r_face_index);
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	if (!intersected) {
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		return Dictionary();
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	}
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	Dictionary result;
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	result["position"] = r_point;
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	result["normal"] = r_normal;
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	result["face_index"] = r_face_index;
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	return result;
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}
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Dictionary TriangleMesh::intersect_ray_scriptwrap(const Vector3 &p_begin, const Vector3 &p_dir) const {
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	if (!valid) {
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		return Dictionary();
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	}
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	Vector3 r_point;
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	Vector3 r_normal;
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	int32_t r_face_index = -1;
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	bool intersected = intersect_ray(p_begin, p_dir, r_point, r_normal, nullptr, &r_face_index);
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	if (!intersected) {
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		return Dictionary();
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	}
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	Dictionary result;
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	result["position"] = r_point;
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	result["normal"] = r_normal;
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	result["face_index"] = r_face_index;
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	return result;
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}
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Vector<Vector3> TriangleMesh::get_faces_scriptwrap() const {
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	if (!valid) {
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		return Vector<Vector3>();
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	}
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	Vector<Vector3> faces;
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	int ts = triangles.size();
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	faces.resize(triangles.size() * 3);
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	Vector3 *w = faces.ptrw();
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	const Triangle *r = triangles.ptr();
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	const Vector3 *rv = vertices.ptr();
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	for (int i = 0; i < ts; i++) {
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		for (int j = 0; j < 3; j++) {
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			w[i * 3 + j] = rv[r[i].indices[j]];
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		}
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	}
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	return faces;
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}
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void TriangleMesh::_bind_methods() {
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	ClassDB::bind_method(D_METHOD("create_from_faces", "faces"), &TriangleMesh::create_from_faces);
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	ClassDB::bind_method(D_METHOD("get_faces"), &TriangleMesh::get_faces_scriptwrap);
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	ClassDB::bind_method(D_METHOD("intersect_segment", "begin", "end"), &TriangleMesh::intersect_segment_scriptwrap);
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	ClassDB::bind_method(D_METHOD("intersect_ray", "begin", "dir"), &TriangleMesh::intersect_ray_scriptwrap);
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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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@@ -40,9 +40,12 @@ public:
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	struct Triangle {
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		Vector3 normal;
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		int indices[3];
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		int32_t surface_index;
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		int32_t surface_index = 0;
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	};
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protected:
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	static void _bind_methods();
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private:
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	Vector<Triangle> triangles;
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	Vector<Vector3> vertices;
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@@ -50,10 +53,10 @@ private:
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	struct BVH {
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		AABB aabb;
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		Vector3 center; //used for sorting
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		int left;
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		int right;
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		int left = -1;
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		int right = -1;
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		int face_index;
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		int32_t face_index = -1;
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	};
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	struct BVHCmpX {
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@@ -76,13 +79,13 @@ private:
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	int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
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	Vector<BVH> bvh;
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	int max_depth;
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	bool valid;
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	int max_depth = 0;
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	bool valid = false;
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public:
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	bool is_valid() const;
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	bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr) const;
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	bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr) const;
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	bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr, int32_t *r_face_index = nullptr) const;
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	bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr, int32_t *r_face_index = nullptr) const;
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	bool inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, Vector3 p_scale = Vector3(1, 1, 1)) const;
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	Vector<Face3> get_faces() const;
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@@ -91,5 +94,13 @@ public:
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	void get_indices(Vector<int> *r_triangles_indices) const;
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	void create(const Vector<Vector3> &p_faces, const Vector<int32_t> &p_surface_indices = Vector<int32_t>());
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	// Wrapped functions for compatibility with method bindings
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	// and user exposed script api that can't use more native types.
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	bool create_from_faces(const Vector<Vector3> &p_faces);
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	Dictionary intersect_segment_scriptwrap(const Vector3 &p_begin, const Vector3 &p_end) const;
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	Dictionary intersect_ray_scriptwrap(const Vector3 &p_begin, const Vector3 &p_dir) const;
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	Vector<Vector3> get_faces_scriptwrap() const;
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	TriangleMesh();
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};
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@@ -1,11 +1,58 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="TriangleMesh" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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	<brief_description>
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		Internal mesh type.
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		Triangle geometry for efficient, physicsless intersection queries.
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	</brief_description>
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	<description>
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		Mesh type used internally for collision calculations.
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		Creates a bounding volume hierarchy (BVH) tree structure around triangle geometry.
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		The triangle BVH tree can be used for efficient intersection queries without involving a physics engine.
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		For example, this can be used in editor tools to select objects with complex shapes based on the mouse cursor position.
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		[b]Performance:[/b] Creating the BVH tree for complex geometry is a slow process and best done in a background thread.
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	</description>
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	<tutorials>
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	</tutorials>
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	<methods>
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		<method name="create_from_faces">
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			<return type="bool" />
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			<param index="0" name="faces" type="PackedVector3Array" />
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			<description>
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				Creates the BVH tree from an array of faces. Each 3 vertices of the input [param faces] array represent one triangle (face).
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				Returns [code]true[/code] if the tree is successfully built, [code]false[/code] otherwise.
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			</description>
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		</method>
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		<method name="get_faces" qualifiers="const">
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			<return type="PackedVector3Array" />
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			<description>
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				Returns a copy of the geometry faces. Each 3 vertices of the array represent one triangle (face).
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			</description>
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		</method>
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		<method name="intersect_ray" qualifiers="const">
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			<return type="Dictionary" />
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			<param index="0" name="begin" type="Vector3" />
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			<param index="1" name="dir" type="Vector3" />
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			<description>
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				Tests for intersection with a ray starting at [param begin] and facing [param dir] and extending toward infinity.
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				If an intersection with a triangle happens, returns a [Dictionary] with the following fields:
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				[code]position[/code]: The position on the intersected triangle.
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				[code]normal[/code]: The normal of the intersected triangle.
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				[code]face_index[/code]: The index of the intersected triangle.
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				Returns an empty [Dictionary] if no intersection happens.
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				See also [method intersect_segment], which is similar but uses a finite-length segment.
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			</description>
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		</method>
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		<method name="intersect_segment" qualifiers="const">
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			<return type="Dictionary" />
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			<param index="0" name="begin" type="Vector3" />
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			<param index="1" name="end" type="Vector3" />
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			<description>
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				Tests for intersection with a segment going from [param begin] to [param end].
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				If an intersection with a triangle happens returns a [Dictionary] with the following fields:
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				[code]position[/code]: The position on the intersected triangle.
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				[code]normal[/code]: The normal of the intersected triangle.
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				[code]face_index[/code]: The index of the intersected triangle.
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				Returns an empty [Dictionary] if no intersection happens.
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				See also [method intersect_ray], which is similar but uses an infinite-length ray.
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			</description>
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		</method>
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	</methods>
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</class>
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		||||
							
								
								
									
										82
									
								
								tests/core/math/test_triangle_mesh.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										82
									
								
								tests/core/math/test_triangle_mesh.h
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,82 @@
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/**************************************************************************/
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/*  test_triangle_mesh.h                                                  */
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/**************************************************************************/
 | 
			
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/*                         This file is part of:                          */
 | 
			
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/*                             GODOT ENGINE                               */
 | 
			
		||||
/*                        https://godotengine.org                         */
 | 
			
		||||
/**************************************************************************/
 | 
			
		||||
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
 | 
			
		||||
/* 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.                 */
 | 
			
		||||
/**************************************************************************/
 | 
			
		||||
 | 
			
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#pragma once
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#include "core/math/triangle_mesh.h"
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#include "scene/resources/3d/primitive_meshes.h"
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#include "tests/test_macros.h"
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namespace TestTriangleMesh {
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TEST_CASE("[SceneTree][TriangleMesh] BVH creation and intersection") {
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	Ref<BoxMesh> box_mesh;
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	box_mesh.instantiate();
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	const Vector<Face3> faces = box_mesh->get_faces();
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	Ref<TriangleMesh> triangle_mesh;
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	triangle_mesh.instantiate();
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	CHECK(triangle_mesh->create_from_faces(Variant(faces)));
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	const Vector3 begin = Vector3(0.0, 2.0, 0.0);
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	const Vector3 end = Vector3(0.0, -2.0, 0.0);
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	{
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		Vector3 point;
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		Vector3 normal;
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		int32_t *surf_index = nullptr;
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		int32_t face_index = -1;
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		const bool has_result = triangle_mesh->intersect_segment(begin, end, point, normal, surf_index, &face_index);
 | 
			
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		CHECK(has_result);
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		CHECK(point.is_equal_approx(Vector3(0.0, 0.5, 0.0)));
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		CHECK(normal.is_equal_approx(Vector3(0.0, 1.0, 0.0)));
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		CHECK(surf_index == nullptr);
 | 
			
		||||
		REQUIRE(face_index != -1);
 | 
			
		||||
		CHECK(face_index == 8);
 | 
			
		||||
	}
 | 
			
		||||
 | 
			
		||||
	{
 | 
			
		||||
		Vector3 dir = begin.direction_to(end);
 | 
			
		||||
		Vector3 point;
 | 
			
		||||
		Vector3 normal;
 | 
			
		||||
		int32_t *surf_index = nullptr;
 | 
			
		||||
		int32_t face_index = -1;
 | 
			
		||||
		const bool has_result = triangle_mesh->intersect_ray(begin, dir, point, normal, surf_index, &face_index);
 | 
			
		||||
		CHECK(has_result);
 | 
			
		||||
		CHECK(point.is_equal_approx(Vector3(0.0, 0.5, 0.0)));
 | 
			
		||||
		CHECK(normal.is_equal_approx(Vector3(0.0, 1.0, 0.0)));
 | 
			
		||||
		CHECK(surf_index == nullptr);
 | 
			
		||||
		REQUIRE(face_index != -1);
 | 
			
		||||
		CHECK(face_index == 8);
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
} // namespace TestTriangleMesh
 | 
			
		||||
@@ -161,6 +161,7 @@
 | 
			
		||||
#endif // ADVANCED_GUI_DISABLED
 | 
			
		||||
 | 
			
		||||
#ifndef _3D_DISABLED
 | 
			
		||||
#include "tests/core/math/test_triangle_mesh.h"
 | 
			
		||||
#include "tests/scene/test_arraymesh.h"
 | 
			
		||||
#include "tests/scene/test_camera_3d.h"
 | 
			
		||||
#include "tests/scene/test_gltf_document.h"
 | 
			
		||||
 
 | 
			
		||||
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