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clippable_mesh.h
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clippable_mesh.h
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/*************************************************************************/
/* Copyright (c) 2019 Jon Ring */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef CLIPPABLEMESH_H
#define CLIPPABLEMESH_H
#include "core/math/face3.h"
#include "core/math/plane.h"
#include "core/math/vector3.h"
#include "core/pool_vector.h"
class MeshInstance;
class Transform;
class ClippableMesh {
public:
ClippableMesh();
ClippableMesh(const MeshInstance *mesh);
void add_face(const Vector3 &a, const Vector3 &b, const Vector3 &c, const Transform &transform);
void add_face(const Face3 &face, const Transform &transform);
int face_count() const { return m_face_count; }
const Face3 &get_face(int index) const { return m_faces.read()[index]; }
float get_volume() const;
void clip_to_plane(const Plane &plane);
void clip_to_plane_quadrant(const Vector3 ¢er, const PoolVector<Plane> &planes);
static int get_quadrant(const Vector3 ¢er, const Vector3 &point) {
if (point.z > center.z)
return point.x > center.x ? 0 : 1;
else
return point.x < center.x ? 2 : 3;
}
private:
PoolVector<Face3> m_faces;
int m_face_count;
};
#endif