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1 #ifndef MESH_H_
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2 #define MESH_H_
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3
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4 #include <string>
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5 #include <vector>
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6 #include <vmath/vmath.h>
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7 #include "geom.h"
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8
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9 namespace goatgfx {
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10
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11 enum {
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12 MESH_ATTR_VERTEX,
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13 MESH_ATTR_NORMAL,
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14 MESH_ATTR_TANGENT,
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15 MESH_ATTR_TEXCOORD,
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16 MESH_ATTR_COLOR,
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17 MESH_ATTR_BONEWEIGHTS,
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18 MESH_ATTR_BONEIDX,
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19
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20 NUM_MESH_ATTR
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21 };
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22
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23 // intersection mode flags
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24 enum {
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25 ISECT_DEFAULT = 0, // default (whole mesh, all intersections)
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26 ISECT_FRONT = 1, // front-faces only
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27 ISECT_FACE = 2, // return intersected face pointer instead of mesh
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28 ISECT_VERTICES = 4 // return (?) TODO
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29 };
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30
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31 class XFormNode;
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32
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33
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34 class Triangle {
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35 public:
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36 Vector3 v[3];
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37 Vector3 normal;
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38 bool normal_valid;
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39 int id;
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40
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41 Triangle();
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42 Triangle(const Vector3 &v0, const Vector3 &v1, const Vector3 &v2);
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43 Triangle(int n, const Vector3 *varr, const unsigned int *idxarr = 0);
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44
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45 /// calculate normal (quite expensive)
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46 void calc_normal();
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47 const Vector3 &get_normal() const;
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48
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49 void transform(const Matrix4x4 &xform);
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50
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51 void draw() const;
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52 void draw_wire() const;
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53
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54 /// calculate barycentric coordinates of a point
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55 Vector3 calc_barycentric(const Vector3 &pos) const;
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56
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57 bool intersect(const Ray &ray, HitPoint *hit = 0) const;
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58 };
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59
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60
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61 class Mesh {
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62 private:
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63 std::string name;
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64 unsigned int nverts, nfaces;
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65
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66 // current value for each attribute for the immedate mode
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67 // interface.
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68 Vector4 cur_val[NUM_MESH_ATTR];
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69
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70 unsigned int buffer_objects[NUM_MESH_ATTR + 1];
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71
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72 // vertex attribute data and buffer objects
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73 struct {
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74 int nelem; // number of elements per attribute range: [1, 4]
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75 std::vector<float> data;
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76 unsigned int vbo;
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77 mutable bool vbo_valid; // if this is false, the vbo needs updating from the data
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78 mutable bool data_valid; // if this is false, the data needs to be pulled from the vbo
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79 //int sdr_loc;
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80 } vattr[NUM_MESH_ATTR];
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81
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82 static int global_sdr_loc[NUM_MESH_ATTR];
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83
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84 std::vector<XFormNode*> bones; // bones affecting this mesh
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85
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86 // index data and buffer object
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87 std::vector<unsigned int> idata;
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88 unsigned int ibo;
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89 mutable bool ibo_valid;
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90 mutable bool idata_valid;
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91
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92 // index buffer object for wireframe rendering (constructed on demand)
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93 unsigned int wire_ibo;
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94 mutable bool wire_ibo_valid;
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95
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96 // axis-aligned bounding box
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97 mutable AABox aabb;
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98 mutable bool aabb_valid;
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99
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100 // bounding sphere
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101 mutable Sphere bsph;
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102 mutable bool bsph_valid;
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103
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104 // keeps the last intersected face
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105 mutable Triangle hitface;
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106 // keeps the last intersected vertex position
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107 mutable Vector3 hitvert;
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108
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109 void calc_aabb();
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110 void calc_bsph();
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111
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112 static unsigned int intersect_mode;
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113 static float vertex_sel_dist;
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114
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115 static float vis_vecsize;
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116
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117 /// update the VBOs after data has changed (invalid vbo/ibo)
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118 void update_buffers();
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119 /// construct/update the wireframe index buffer (called from draw_wire).
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120 void update_wire_ibo();
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121
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122
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123 public:
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124 Mesh();
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125 ~Mesh();
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126
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127 void set_name(const char *name);
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128 const char *get_name() const;
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129
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130 bool has_attrib(int attr) const;
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131
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132 // clears everything about this mesh, and returns to the newly constructed state
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133 void clear();
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134
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135 // access the vertex attribute data
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136 // if vdata == 0, space is just allocated
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137 float *set_attrib_data(int attrib, int nelem, unsigned int num, const float *vdata = 0); // invalidates vbo
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138 float *get_attrib_data(int attrib); // invalidates vbo
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139 const float *get_attrib_data(int attrib) const;
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140
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141 // simple access to any particular attribute
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142 void set_attrib(int attrib, int idx, const Vector4 &v); // invalidates vbo
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143 Vector4 get_attrib(int attrib, int idx) const;
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144
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145 // ... same for index data
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146 unsigned int *set_index_data(int num, const unsigned int *indices = 0); // invalidates ibo
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147 unsigned int *get_index_data(); // invalidates ibo
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148 const unsigned int *get_index_data() const;
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149
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150 void append(const Mesh &mesh);
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151
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152 // immediate-mode style mesh construction interface
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153 void vertex(float x, float y, float z);
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154 void normal(float nx, float ny, float nz);
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155 void tangent(float tx, float ty, float tz);
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156 void texcoord(float u, float v, float w);
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157 void boneweights(float w1, float w2, float w3, float w4);
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158 void boneidx(int idx1, int idx2, int idx3, int idx4);
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159
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160 /* apply a transformation to the vertices and its inverse-transpose
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161 * to the normals and tangents.
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162 */
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163 void apply_xform(const Matrix4x4 &xform);
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164 void apply_xform(const Matrix4x4 &xform, const Matrix4x4 &dir_xform);
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165
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166 // adds a bone and returns its index
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167 int add_bone(XFormNode *bone);
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168 const XFormNode *get_bone(int idx) const;
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169 int get_bones_count() const;
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170
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171 // access the shader attribute locations
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172 static void set_attrib_location(int attr, int loc);
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173 static int get_attrib_location(int attr);
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174 static void clear_attrib_locations();
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175
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176 static void set_vis_vecsize(float sz);
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177 static float get_vis_vecsize();
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178
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179 void draw() const;
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180 void draw_wire() const;
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181 void draw_vertices() const;
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182 void draw_normals() const;
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183 void draw_tangents() const;
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184
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185 /** get the bounding box in local space. The result will be cached, and subsequent
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186 * calls will return the same box. The cache gets invalidated by any functions that can affect
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187 * the vertex data (non-const variant of get_attrib_data(MESH_ATTR_VERTEX, ...) included).
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188 * @{ */
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189 void get_aabbox(Vector3 *vmin, Vector3 *vmax) const;
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190 const AABox &get_aabbox() const;
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191 /// @}
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192
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193 /** get the bounding sphere in local space. The result will be cached, and subsequent
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194 * calls will return the same box. The cache gets invalidated by any functions that can affect
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195 * the vertex data (non-const variant of get_attrib_data(MESH_ATTR_VERTEX, ...) included).
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196 * @{ */
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197 float get_bsphere(Vector3 *center, float *rad) const;
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198 const Sphere &get_bsphere() const;
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199
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200 static void set_intersect_mode(unsigned int mode);
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201 static unsigned int get_intersect_mode();
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202 static void set_vertex_select_distance(float dist);
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203 static float get_vertex_select_distance();
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204
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205 /** Find the intersection between the mesh and a ray.
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206 * XXX Brute force at the moment, not intended to be used for anything other than picking in tools.
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207 * If you intend to use it in a speed-critical part of the code, you'll *have* to optimize it!
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208 */
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209 bool intersect(const Ray &ray, HitPoint *hit = 0) const;
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210 };
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211
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212 } // namespace goatgfx
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213
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214 #endif // MESH_H_
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