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https://github.com/Redot-Engine/redot-engine.git
synced 2025-12-06 23:31:53 -05:00
@@ -104,9 +104,11 @@ void TriangleMesh::get_indices(Vector<int> *r_triangles_indices) const {
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}
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}
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void TriangleMesh::create(const Vector<Vector3> &p_faces) {
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void TriangleMesh::create(const Vector<Vector3> &p_faces, const Vector<int32_t> &p_surface_indices) {
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valid = false;
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ERR_FAIL_COND(p_surface_indices.size() && p_surface_indices.size() != p_faces.size());
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int fc = p_faces.size();
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ERR_FAIL_COND(!fc || ((fc % 3) != 0));
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fc /= 3;
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@@ -121,6 +123,7 @@ void TriangleMesh::create(const Vector<Vector3> &p_faces) {
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//goes in-place.
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const Vector3 *r = p_faces.ptr();
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const int32_t *si = p_surface_indices.ptr();
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Triangle *w = triangles.ptrw();
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HashMap<Vector3, int> db;
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@@ -148,6 +151,7 @@ void TriangleMesh::create(const Vector<Vector3> &p_faces) {
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}
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f.normal = Face3(r[i * 3 + 0], r[i * 3 + 1], r[i * 3 + 2]).get_plane().get_normal();
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f.surface_index = si ? si[i] : 0;
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bw[i].left = -1;
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bw[i].right = -1;
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@@ -264,7 +268,7 @@ Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const {
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return n;
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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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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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uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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enum {
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@@ -317,6 +321,9 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en
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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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if (r_surf_index) {
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*r_surf_index = s.surface_index;
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}
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inters = true;
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}
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}
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@@ -366,7 +373,7 @@ 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) 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) const {
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uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
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enum {
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@@ -417,6 +424,9 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V
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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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if (r_surf_index) {
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*r_surf_index = s.surface_index;
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}
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inters = true;
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}
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}
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