bac44ee19f
This fixes numerous false positives coming out of the culling system. AABB checks are now a full separating-axis check against the frustum, with the points of the frustum being compared to the planes of the box just as the points of the box were being compared to the planes of the frustum. This fixes large objects behind the camera not being culled correctly. Some systems that used frustums that were (sometimes mistakenly?) unbounded on one or more side have been modified to be fully enclosed.
107 lines
4.0 KiB
C++
107 lines
4.0 KiB
C++
/*************************************************************************/
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/* triangle_mesh.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef TRIANGLE_MESH_H
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#define TRIANGLE_MESH_H
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#include "core/math/face3.h"
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#include "core/reference.h"
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class TriangleMesh : public Reference {
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GDCLASS(TriangleMesh, Reference);
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struct Triangle {
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Vector3 normal;
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int indices[3];
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};
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PoolVector<Triangle> triangles;
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PoolVector<Vector3> vertices;
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struct BVH {
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AABB aabb;
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Vector3 center; //used for sorting
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int left;
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int right;
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int face_index;
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};
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struct BVHCmpX {
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bool operator()(const BVH *p_left, const BVH *p_right) const {
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return p_left->center.x < p_right->center.x;
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}
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};
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struct BVHCmpY {
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bool operator()(const BVH *p_left, const BVH *p_right) const {
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return p_left->center.y < p_right->center.y;
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}
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};
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struct BVHCmpZ {
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bool operator()(const BVH *p_left, const BVH *p_right) const {
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return p_left->center.z < p_right->center.z;
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}
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};
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int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
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PoolVector<BVH> bvh;
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int max_depth;
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bool valid;
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public:
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bool is_valid() const;
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bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const;
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bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal) const;
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bool intersect_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const;
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bool inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, Vector3 p_scale = Vector3(1, 1, 1)) const;
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Vector3 get_area_normal(const AABB &p_aabb) const;
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PoolVector<Face3> get_faces() const;
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PoolVector<Triangle> get_triangles() const { return triangles; }
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PoolVector<Vector3> get_vertices() const { return vertices; }
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void get_indices(PoolVector<int> *r_triangles_indices) const;
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void create(const PoolVector<Vector3> &p_faces);
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TriangleMesh();
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};
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#endif // TRIANGLE_MESH_H
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