triangle_mesh.cpp 18 KB

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  1. /*************************************************************************/
  2. /* triangle_mesh.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "triangle_mesh.h"
  31. #include "core/sort.h"
  32. 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) {
  33. if (p_depth > max_depth) {
  34. max_depth = p_depth;
  35. }
  36. if (p_size == 1) {
  37. return p_bb[p_from] - p_bvh;
  38. } else if (p_size == 0) {
  39. return -1;
  40. }
  41. AABB aabb;
  42. aabb = p_bb[p_from]->aabb;
  43. for (int i = 1; i < p_size; i++) {
  44. aabb.merge_with(p_bb[p_from + i]->aabb);
  45. }
  46. int li = aabb.get_longest_axis_index();
  47. switch (li) {
  48. case Vector3::AXIS_X: {
  49. SortArray<BVH *, BVHCmpX> sort_x;
  50. sort_x.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
  51. //sort_x.sort(&p_bb[p_from],p_size);
  52. } break;
  53. case Vector3::AXIS_Y: {
  54. SortArray<BVH *, BVHCmpY> sort_y;
  55. sort_y.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
  56. //sort_y.sort(&p_bb[p_from],p_size);
  57. } break;
  58. case Vector3::AXIS_Z: {
  59. SortArray<BVH *, BVHCmpZ> sort_z;
  60. sort_z.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
  61. //sort_z.sort(&p_bb[p_from],p_size);
  62. } break;
  63. }
  64. int left = _create_bvh(p_bvh, p_bb, p_from, p_size / 2, p_depth + 1, max_depth, max_alloc);
  65. int right = _create_bvh(p_bvh, p_bb, p_from + p_size / 2, p_size - p_size / 2, p_depth + 1, max_depth, max_alloc);
  66. int index = max_alloc++;
  67. BVH *_new = &p_bvh[index];
  68. _new->aabb = aabb;
  69. _new->center = aabb.position + aabb.size * 0.5;
  70. _new->face_index = -1;
  71. _new->left = left;
  72. _new->right = right;
  73. return index;
  74. }
  75. void TriangleMesh::get_indices(PoolVector<int> *r_triangles_indices) const {
  76. if (!valid)
  77. return;
  78. const int triangles_num = triangles.size();
  79. // Parse vertices indices
  80. PoolVector<Triangle>::Read triangles_read = triangles.read();
  81. r_triangles_indices->resize(triangles_num * 3);
  82. PoolVector<int>::Write r_indices_write = r_triangles_indices->write();
  83. for (int i = 0; i < triangles_num; ++i) {
  84. r_indices_write[3 * i + 0] = triangles_read[i].indices[0];
  85. r_indices_write[3 * i + 1] = triangles_read[i].indices[1];
  86. r_indices_write[3 * i + 2] = triangles_read[i].indices[2];
  87. }
  88. }
  89. void TriangleMesh::create(const PoolVector<Vector3> &p_faces) {
  90. valid = false;
  91. int fc = p_faces.size();
  92. ERR_FAIL_COND(!fc || ((fc % 3) != 0));
  93. fc /= 3;
  94. triangles.resize(fc);
  95. bvh.resize(fc * 3); //will never be larger than this (todo make better)
  96. PoolVector<BVH>::Write bw = bvh.write();
  97. {
  98. //create faces and indices and base bvh
  99. //except for the Set for repeated triangles, everything
  100. //goes in-place.
  101. PoolVector<Vector3>::Read r = p_faces.read();
  102. PoolVector<Triangle>::Write w = triangles.write();
  103. Map<Vector3, int> db;
  104. for (int i = 0; i < fc; i++) {
  105. Triangle &f = w[i];
  106. const Vector3 *v = &r[i * 3];
  107. for (int j = 0; j < 3; j++) {
  108. int vidx = -1;
  109. Vector3 vs = v[j].snapped(Vector3(0.0001, 0.0001, 0.0001));
  110. Map<Vector3, int>::Element *E = db.find(vs);
  111. if (E) {
  112. vidx = E->get();
  113. } else {
  114. vidx = db.size();
  115. db[vs] = vidx;
  116. }
  117. f.indices[j] = vidx;
  118. if (j == 0)
  119. bw[i].aabb.position = vs;
  120. else
  121. bw[i].aabb.expand_to(vs);
  122. }
  123. f.normal = Face3(r[i * 3 + 0], r[i * 3 + 1], r[i * 3 + 2]).get_plane().get_normal();
  124. bw[i].left = -1;
  125. bw[i].right = -1;
  126. bw[i].face_index = i;
  127. bw[i].center = bw[i].aabb.position + bw[i].aabb.size * 0.5;
  128. }
  129. vertices.resize(db.size());
  130. PoolVector<Vector3>::Write vw = vertices.write();
  131. for (Map<Vector3, int>::Element *E = db.front(); E; E = E->next()) {
  132. vw[E->get()] = E->key();
  133. }
  134. }
  135. PoolVector<BVH *> bwptrs;
  136. bwptrs.resize(fc);
  137. PoolVector<BVH *>::Write bwp = bwptrs.write();
  138. for (int i = 0; i < fc; i++) {
  139. bwp[i] = &bw[i];
  140. }
  141. max_depth = 0;
  142. int max_alloc = fc;
  143. _create_bvh(bw.ptr(), bwp.ptr(), 0, fc, 1, max_depth, max_alloc);
  144. bw = PoolVector<BVH>::Write(); //clearup
  145. bvh.resize(max_alloc); //resize back
  146. valid = true;
  147. }
  148. Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const {
  149. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  150. enum {
  151. TEST_AABB_BIT = 0,
  152. VISIT_LEFT_BIT = 1,
  153. VISIT_RIGHT_BIT = 2,
  154. VISIT_DONE_BIT = 3,
  155. VISITED_BIT_SHIFT = 29,
  156. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  157. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  158. };
  159. int n_count = 0;
  160. Vector3 n;
  161. int level = 0;
  162. PoolVector<Triangle>::Read trianglesr = triangles.read();
  163. PoolVector<Vector3>::Read verticesr = vertices.read();
  164. PoolVector<BVH>::Read bvhr = bvh.read();
  165. const Triangle *triangleptr = trianglesr.ptr();
  166. int pos = bvh.size() - 1;
  167. const BVH *bvhptr = bvhr.ptr();
  168. stack[0] = pos;
  169. while (true) {
  170. uint32_t node = stack[level] & NODE_IDX_MASK;
  171. const BVH &b = bvhptr[node];
  172. bool done = false;
  173. switch (stack[level] >> VISITED_BIT_SHIFT) {
  174. case TEST_AABB_BIT: {
  175. bool valid = b.aabb.intersects(p_aabb);
  176. if (!valid) {
  177. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  178. } else {
  179. if (b.face_index >= 0) {
  180. const Triangle &s = triangleptr[b.face_index];
  181. n += s.normal;
  182. n_count++;
  183. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  184. } else {
  185. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  186. }
  187. }
  188. continue;
  189. }
  190. case VISIT_LEFT_BIT: {
  191. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  192. stack[level + 1] = b.left | TEST_AABB_BIT;
  193. level++;
  194. continue;
  195. }
  196. case VISIT_RIGHT_BIT: {
  197. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  198. stack[level + 1] = b.right | TEST_AABB_BIT;
  199. level++;
  200. continue;
  201. }
  202. case VISIT_DONE_BIT: {
  203. if (level == 0) {
  204. done = true;
  205. break;
  206. } else
  207. level--;
  208. continue;
  209. }
  210. }
  211. if (done)
  212. break;
  213. }
  214. if (n_count > 0)
  215. n /= n_count;
  216. return n;
  217. }
  218. bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const {
  219. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  220. enum {
  221. TEST_AABB_BIT = 0,
  222. VISIT_LEFT_BIT = 1,
  223. VISIT_RIGHT_BIT = 2,
  224. VISIT_DONE_BIT = 3,
  225. VISITED_BIT_SHIFT = 29,
  226. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  227. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  228. };
  229. Vector3 n = (p_end - p_begin).normalized();
  230. real_t d = 1e10;
  231. bool inters = false;
  232. int level = 0;
  233. PoolVector<Triangle>::Read trianglesr = triangles.read();
  234. PoolVector<Vector3>::Read verticesr = vertices.read();
  235. PoolVector<BVH>::Read bvhr = bvh.read();
  236. const Triangle *triangleptr = trianglesr.ptr();
  237. const Vector3 *vertexptr = verticesr.ptr();
  238. int pos = bvh.size() - 1;
  239. const BVH *bvhptr = bvhr.ptr();
  240. stack[0] = pos;
  241. while (true) {
  242. uint32_t node = stack[level] & NODE_IDX_MASK;
  243. const BVH &b = bvhptr[node];
  244. bool done = false;
  245. switch (stack[level] >> VISITED_BIT_SHIFT) {
  246. case TEST_AABB_BIT: {
  247. bool valid = b.aabb.intersects_segment(p_begin, p_end);
  248. //bool valid = b.aabb.intersects(ray_aabb);
  249. if (!valid) {
  250. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  251. } else {
  252. if (b.face_index >= 0) {
  253. const Triangle &s = triangleptr[b.face_index];
  254. Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]);
  255. Vector3 res;
  256. if (f3.intersects_segment(p_begin, p_end, &res)) {
  257. real_t nd = n.dot(res);
  258. if (nd < d) {
  259. d = nd;
  260. r_point = res;
  261. r_normal = f3.get_plane().get_normal();
  262. inters = true;
  263. }
  264. }
  265. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  266. } else {
  267. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  268. }
  269. }
  270. continue;
  271. }
  272. case VISIT_LEFT_BIT: {
  273. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  274. stack[level + 1] = b.left | TEST_AABB_BIT;
  275. level++;
  276. continue;
  277. }
  278. case VISIT_RIGHT_BIT: {
  279. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  280. stack[level + 1] = b.right | TEST_AABB_BIT;
  281. level++;
  282. continue;
  283. }
  284. case VISIT_DONE_BIT: {
  285. if (level == 0) {
  286. done = true;
  287. break;
  288. } else
  289. level--;
  290. continue;
  291. }
  292. }
  293. if (done)
  294. break;
  295. }
  296. if (inters) {
  297. if (n.dot(r_normal) > 0)
  298. r_normal = -r_normal;
  299. }
  300. return inters;
  301. }
  302. bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal) const {
  303. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  304. enum {
  305. TEST_AABB_BIT = 0,
  306. VISIT_LEFT_BIT = 1,
  307. VISIT_RIGHT_BIT = 2,
  308. VISIT_DONE_BIT = 3,
  309. VISITED_BIT_SHIFT = 29,
  310. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  311. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  312. };
  313. Vector3 n = p_dir;
  314. real_t d = 1e20;
  315. bool inters = false;
  316. int level = 0;
  317. PoolVector<Triangle>::Read trianglesr = triangles.read();
  318. PoolVector<Vector3>::Read verticesr = vertices.read();
  319. PoolVector<BVH>::Read bvhr = bvh.read();
  320. const Triangle *triangleptr = trianglesr.ptr();
  321. const Vector3 *vertexptr = verticesr.ptr();
  322. int pos = bvh.size() - 1;
  323. const BVH *bvhptr = bvhr.ptr();
  324. stack[0] = pos;
  325. while (true) {
  326. uint32_t node = stack[level] & NODE_IDX_MASK;
  327. const BVH &b = bvhptr[node];
  328. bool done = false;
  329. switch (stack[level] >> VISITED_BIT_SHIFT) {
  330. case TEST_AABB_BIT: {
  331. bool valid = b.aabb.intersects_ray(p_begin, p_dir);
  332. if (!valid) {
  333. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  334. } else {
  335. if (b.face_index >= 0) {
  336. const Triangle &s = triangleptr[b.face_index];
  337. Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]);
  338. Vector3 res;
  339. if (f3.intersects_ray(p_begin, p_dir, &res)) {
  340. real_t nd = n.dot(res);
  341. if (nd < d) {
  342. d = nd;
  343. r_point = res;
  344. r_normal = f3.get_plane().get_normal();
  345. inters = true;
  346. }
  347. }
  348. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  349. } else {
  350. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  351. }
  352. }
  353. continue;
  354. }
  355. case VISIT_LEFT_BIT: {
  356. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  357. stack[level + 1] = b.left | TEST_AABB_BIT;
  358. level++;
  359. continue;
  360. }
  361. case VISIT_RIGHT_BIT: {
  362. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  363. stack[level + 1] = b.right | TEST_AABB_BIT;
  364. level++;
  365. continue;
  366. }
  367. case VISIT_DONE_BIT: {
  368. if (level == 0) {
  369. done = true;
  370. break;
  371. } else
  372. level--;
  373. continue;
  374. }
  375. }
  376. if (done)
  377. break;
  378. }
  379. if (inters) {
  380. if (n.dot(r_normal) > 0)
  381. r_normal = -r_normal;
  382. }
  383. return inters;
  384. }
  385. bool TriangleMesh::intersect_convex_shape(const Plane *p_planes, int p_plane_count) const {
  386. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  387. //p_fully_inside = true;
  388. enum {
  389. TEST_AABB_BIT = 0,
  390. VISIT_LEFT_BIT = 1,
  391. VISIT_RIGHT_BIT = 2,
  392. VISIT_DONE_BIT = 3,
  393. VISITED_BIT_SHIFT = 29,
  394. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  395. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  396. };
  397. int level = 0;
  398. PoolVector<Triangle>::Read trianglesr = triangles.read();
  399. PoolVector<Vector3>::Read verticesr = vertices.read();
  400. PoolVector<BVH>::Read bvhr = bvh.read();
  401. const Triangle *triangleptr = trianglesr.ptr();
  402. const Vector3 *vertexptr = verticesr.ptr();
  403. int pos = bvh.size() - 1;
  404. const BVH *bvhptr = bvhr.ptr();
  405. stack[0] = pos;
  406. while (true) {
  407. uint32_t node = stack[level] & NODE_IDX_MASK;
  408. const BVH &b = bvhptr[node];
  409. bool done = false;
  410. switch (stack[level] >> VISITED_BIT_SHIFT) {
  411. case TEST_AABB_BIT: {
  412. bool valid = b.aabb.intersects_convex_shape(p_planes, p_plane_count);
  413. if (!valid) {
  414. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  415. } else {
  416. if (b.face_index >= 0) {
  417. const Triangle &s = triangleptr[b.face_index];
  418. for (int j = 0; j < 3; ++j) {
  419. const Vector3 &point = vertexptr[s.indices[j]];
  420. const Vector3 &next_point = vertexptr[s.indices[(j + 1) % 3]];
  421. Vector3 res;
  422. bool over = true;
  423. for (int i = 0; i < p_plane_count; i++) {
  424. const Plane &p = p_planes[i];
  425. if (p.intersects_segment(point, next_point, &res)) {
  426. bool inisde = true;
  427. for (int k = 0; k < p_plane_count; k++) {
  428. if (k == i) continue;
  429. const Plane &pp = p_planes[k];
  430. if (pp.is_point_over(res)) {
  431. inisde = false;
  432. break;
  433. }
  434. }
  435. if (inisde) return true;
  436. }
  437. if (p.is_point_over(point)) {
  438. over = false;
  439. break;
  440. }
  441. }
  442. if (over) return true;
  443. }
  444. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  445. } else {
  446. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  447. }
  448. }
  449. continue;
  450. }
  451. case VISIT_LEFT_BIT: {
  452. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  453. stack[level + 1] = b.left | TEST_AABB_BIT;
  454. level++;
  455. continue;
  456. }
  457. case VISIT_RIGHT_BIT: {
  458. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  459. stack[level + 1] = b.right | TEST_AABB_BIT;
  460. level++;
  461. continue;
  462. }
  463. case VISIT_DONE_BIT: {
  464. if (level == 0) {
  465. done = true;
  466. break;
  467. } else
  468. level--;
  469. continue;
  470. }
  471. }
  472. if (done)
  473. break;
  474. }
  475. return false;
  476. }
  477. bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_count, Vector3 p_scale) const {
  478. uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
  479. enum {
  480. TEST_AABB_BIT = 0,
  481. VISIT_LEFT_BIT = 1,
  482. VISIT_RIGHT_BIT = 2,
  483. VISIT_DONE_BIT = 3,
  484. VISITED_BIT_SHIFT = 29,
  485. NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
  486. VISITED_BIT_MASK = ~NODE_IDX_MASK,
  487. };
  488. int level = 0;
  489. PoolVector<Triangle>::Read trianglesr = triangles.read();
  490. PoolVector<Vector3>::Read verticesr = vertices.read();
  491. PoolVector<BVH>::Read bvhr = bvh.read();
  492. Transform scale(Basis().scaled(p_scale));
  493. const Triangle *triangleptr = trianglesr.ptr();
  494. const Vector3 *vertexptr = verticesr.ptr();
  495. int pos = bvh.size() - 1;
  496. const BVH *bvhptr = bvhr.ptr();
  497. stack[0] = pos;
  498. while (true) {
  499. uint32_t node = stack[level] & NODE_IDX_MASK;
  500. const BVH &b = bvhptr[node];
  501. bool done = false;
  502. switch (stack[level] >> VISITED_BIT_SHIFT) {
  503. case TEST_AABB_BIT: {
  504. bool intersects = scale.xform(b.aabb).intersects_convex_shape(p_planes, p_plane_count);
  505. if (!intersects) return false;
  506. bool inside = scale.xform(b.aabb).inside_convex_shape(p_planes, p_plane_count);
  507. if (inside) {
  508. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  509. } else {
  510. if (b.face_index >= 0) {
  511. const Triangle &s = triangleptr[b.face_index];
  512. for (int j = 0; j < 3; ++j) {
  513. Vector3 point = scale.xform(vertexptr[s.indices[j]]);
  514. for (int i = 0; i < p_plane_count; i++) {
  515. const Plane &p = p_planes[i];
  516. if (p.is_point_over(point)) return false;
  517. }
  518. }
  519. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  520. } else {
  521. stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
  522. }
  523. }
  524. continue;
  525. }
  526. case VISIT_LEFT_BIT: {
  527. stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
  528. stack[level + 1] = b.left | TEST_AABB_BIT;
  529. level++;
  530. continue;
  531. }
  532. case VISIT_RIGHT_BIT: {
  533. stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
  534. stack[level + 1] = b.right | TEST_AABB_BIT;
  535. level++;
  536. continue;
  537. }
  538. case VISIT_DONE_BIT: {
  539. if (level == 0) {
  540. done = true;
  541. break;
  542. } else
  543. level--;
  544. continue;
  545. }
  546. }
  547. if (done)
  548. break;
  549. }
  550. return true;
  551. }
  552. bool TriangleMesh::is_valid() const {
  553. return valid;
  554. }
  555. PoolVector<Face3> TriangleMesh::get_faces() const {
  556. if (!valid)
  557. return PoolVector<Face3>();
  558. PoolVector<Face3> faces;
  559. int ts = triangles.size();
  560. faces.resize(triangles.size());
  561. PoolVector<Face3>::Write w = faces.write();
  562. PoolVector<Triangle>::Read r = triangles.read();
  563. PoolVector<Vector3>::Read rv = vertices.read();
  564. for (int i = 0; i < ts; i++) {
  565. for (int j = 0; j < 3; j++) {
  566. w[i].vertex[j] = rv[r[i].indices[j]];
  567. }
  568. }
  569. w = PoolVector<Face3>::Write();
  570. return faces;
  571. }
  572. TriangleMesh::TriangleMesh() {
  573. valid = false;
  574. max_depth = 0;
  575. }