You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-04 12:00:25 +00:00
Updated copyright year in all headers
This commit is contained in:
@@ -5,7 +5,7 @@
|
||||
/* GODOT ENGINE */
|
||||
/* http://www.godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2007-2015 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 */
|
||||
@@ -26,74 +26,74 @@
|
||||
/* 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
|
||||
#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
|
||||
|
||||
Reference in New Issue
Block a user