106 lines
2.5 KiB
C

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