Пример #1
0
BSP_Node* GameObject::build_bsp_tree()
{
	if (get_polygon_count() == 0)
		return 0;
	std::vector<PolygonFace *> polygons;
	for (int i = 0; i < get_polygon_count(); ++i) {
		PolygonFace *polygon = new PolygonFace(get_original_polygon(i));
		update_polygon(*polygon);
		polygons.push_back(polygon);
	}
	BSP_Node *bsp_root = new BSP_Node();
	make_bsp_node(bsp_root, polygons);
	return bsp_root;
}
Пример #2
0
GameObject::~GameObject()
{
	delete bsp_root_;
	for (int i = 0; i < get_polygon_count(); ++i) {
		delete polygons_[i];
	}
}
Пример #3
0
Ref<Mesh> NavigationMesh::get_debug_mesh() {

	if (debug_mesh.is_valid())
		return debug_mesh;



	PoolVector<Vector3> vertices = get_vertices();
	PoolVector<Vector3>::Read vr=vertices.read();
	List<Face3> faces;
	for(int i=0;i<get_polygon_count();i++) {
		Vector<int> p = get_polygon(i);

		for(int j=2;j<p.size();j++) {
			Face3 f;
			f.vertex[0]=vr[p[0]];
			f.vertex[1]=vr[p[j-1]];
			f.vertex[2]=vr[p[j]];

			faces.push_back(f);
		}
	}


	Map<_EdgeKey,bool> edge_map;
	PoolVector<Vector3> tmeshfaces;
	tmeshfaces.resize(faces.size()*3);

	{
		PoolVector<Vector3>::Write tw=tmeshfaces.write();
		int tidx=0;


		for(List<Face3>::Element *E=faces.front();E;E=E->next()) {

			const Face3 &f = E->get();

			for(int j=0;j<3;j++) {

				tw[tidx++]=f.vertex[j];
				_EdgeKey ek;
				ek.from=f.vertex[j].snapped(CMP_EPSILON);
				ek.to=f.vertex[(j+1)%3].snapped(CMP_EPSILON);
				if (ek.from<ek.to)
					SWAP(ek.from,ek.to);

				Map<_EdgeKey,bool>::Element *E=edge_map.find(ek);

				if (E) {

					E->get()=false;

				} else {

					edge_map[ek]=true;
				}

			}
		}
	}
	List<Vector3> lines;

	for(Map<_EdgeKey,bool>::Element *E=edge_map.front();E;E=E->next()) {

		if (E->get()) {
			lines.push_back(E->key().from);
			lines.push_back(E->key().to);
		}
	}

	PoolVector<Vector3> varr;
	varr.resize(lines.size());
	{
		PoolVector<Vector3>::Write w = varr.write();
		int idx=0;
		for(List<Vector3>::Element *E=lines.front();E;E=E->next()) {
			w[idx++]=E->get();
		}
	}

	debug_mesh = Ref<Mesh>( memnew( Mesh ) );

	Array arr;
	arr.resize(Mesh::ARRAY_MAX);
	arr[Mesh::ARRAY_VERTEX]=varr;

	debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES,arr);

	return debug_mesh;
}