106 lines
2.5 KiB
C
106 lines
2.5 KiB
C
/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef B3_MESH_H
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#define B3_MESH_H
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#include <bounce/collision/trees/static_tree.h>
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struct b3Triangle
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{
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// Test if this triangle contains a given vertex.
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bool TestVertex(u32 v) const
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{
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return v == v1 || v == v2 || v == v3;
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}
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// Test if this triangle contains two vertices.
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bool TestEdge(u32 _v1, u32 _v2) const
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{
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return TestVertex(_v1) && TestVertex(_v2);
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}
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u32 v1, v2, v3;
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};
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struct b3Mesh
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{
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u32 vertexCount;
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b3Vec3* vertices;
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u32 triangleCount;
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b3Triangle* triangles;
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b3StaticTree tree;
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const b3Vec3& GetVertex(u32 index) const;
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const b3Triangle& GetTriangle(u32 index) const;
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u32 GetSize() const;
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b3AABB3 GetTriangleAABB(u32 index) const;
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void BuildTree();
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};
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inline const b3Vec3& b3Mesh::GetVertex(u32 index) const
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{
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return vertices[index];
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}
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inline const b3Triangle& b3Mesh::GetTriangle(u32 index) const
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{
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return triangles[index];
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}
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inline u32 b3Mesh::GetSize() const
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{
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u32 size = 0;
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size += sizeof(b3Mesh);
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size += sizeof(b3Vec3) * vertexCount;
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size += sizeof(b3Triangle) * triangleCount;
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size += tree.GetSize();
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return size;
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}
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inline b3AABB3 b3Mesh::GetTriangleAABB(u32 index) const
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{
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const b3Triangle* triangle = triangles + index;
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u32 i1 = triangle->v1;
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u32 i2 = triangle->v2;
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u32 i3 = triangle->v3;
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b3AABB3 aabb;
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aabb.m_lower = b3Min(b3Min(vertices[i1], vertices[i2]), vertices[i3]);
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aabb.m_upper = b3Max(b3Max(vertices[i1], vertices[i2]), vertices[i3]);
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return aabb;
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}
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inline void b3Mesh::BuildTree()
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{
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b3AABB3* aabbs = (b3AABB3*)b3Alloc(triangleCount * sizeof(b3AABB3));
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for (u32 i = 0; i < triangleCount; ++i)
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{
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aabbs[i] = GetTriangleAABB(i);
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}
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tree.Build(aabbs, triangleCount);
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b3Free(aabbs);
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}
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#endif
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