godot/core/math/triangle_mesh.cpp

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/*  triangle_mesh.cpp                                                     */
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#include "triangle_mesh.h"

#include "core/templates/sort_array.h"

int TriangleMesh::_create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &r_max_depth, int &r_max_alloc) {}

void TriangleMesh::get_indices(Vector<int> *r_triangles_indices) const {}

void TriangleMesh::create(const Vector<Vector3> &p_faces, const Vector<int32_t> &p_surface_indices) {}

bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index) const {}

bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index) const {}

bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, Vector3 p_scale) const {}

bool TriangleMesh::is_valid() const {}

Vector<Face3> TriangleMesh::get_faces() const {}

TriangleMesh::TriangleMesh() {}