Add surface indices to TriangleMesh

Helps unblock #56597
This commit is contained in:
reduz
2022-06-22 21:48:23 +02:00
parent ac51d5a1e9
commit 3d1ab570b9
3 changed files with 28 additions and 6 deletions

View File

@@ -104,9 +104,11 @@ void TriangleMesh::get_indices(Vector<int> *r_triangles_indices) const {
}
}
void TriangleMesh::create(const Vector<Vector3> &p_faces) {
void TriangleMesh::create(const Vector<Vector3> &p_faces, const Vector<int32_t> &p_surface_indices) {
valid = false;
ERR_FAIL_COND(p_surface_indices.size() && p_surface_indices.size() != p_faces.size());
int fc = p_faces.size();
ERR_FAIL_COND(!fc || ((fc % 3) != 0));
fc /= 3;
@@ -121,6 +123,7 @@ void TriangleMesh::create(const Vector<Vector3> &p_faces) {
//goes in-place.
const Vector3 *r = p_faces.ptr();
const int32_t *si = p_surface_indices.ptr();
Triangle *w = triangles.ptrw();
HashMap<Vector3, int> db;
@@ -148,6 +151,7 @@ void TriangleMesh::create(const Vector<Vector3> &p_faces) {
}
f.normal = Face3(r[i * 3 + 0], r[i * 3 + 1], r[i * 3 + 2]).get_plane().get_normal();
f.surface_index = si ? si[i] : 0;
bw[i].left = -1;
bw[i].right = -1;
@@ -264,7 +268,7 @@ Vector3 TriangleMesh::get_area_normal(const AABB &p_aabb) const {
return n;
}
bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const {
bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index) const {
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
enum {
@@ -317,6 +321,9 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en
d = nd;
r_point = res;
r_normal = f3.get_plane().get_normal();
if (r_surf_index) {
*r_surf_index = s.surface_index;
}
inters = true;
}
}
@@ -366,7 +373,7 @@ bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_en
return inters;
}
bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal) const {
bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index) const {
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
enum {
@@ -417,6 +424,9 @@ bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, V
d = nd;
r_point = res;
r_normal = f3.get_plane().get_normal();
if (r_surf_index) {
*r_surf_index = s.surface_index;
}
inters = true;
}
}