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recastnavigation/RecastDemo/Include/ChunkyTriMesh.h

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1.6 KiB
C++

//
// Copyright (c) 2009-2010 Mikko Mononen memon@inside.org
//
// 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.
//
#pragma once
#include <vector>
/// A partitioned triangle mesh (AABB tree), where each node contains at max trisPerChunk triangles.
struct ChunkyTriMesh
{
struct Node
{
float bmin[2];
float bmax[2];
int i;
int n;
};
std::vector<Node> nodes{};
int nnodes = 0;
std::vector<int> tris{};
int maxTrisPerChunk = 0;
bool TryPartitionMesh(const float* verts, const int* tris, int ntris, int trisPerChunk);
/// Finds the chunk indices that overlap the input rectangle.
int GetChunksOverlappingRect(float bmin[2], float bmax[2], int* ids, int maxIds) const;
/// Returns the chunk indices which overlap the input segment.
int GetChunksOverlappingSegment(float segmentStart[2], float segmentEnd[2], int* ids, int maxIds) const;
};