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/*************************************************************************/
/* face3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 */
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/* 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.*/
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/*************************************************************************/
# include "face3.h"
# include "geometry.h"
int Face3 : : split_by_plane ( const Plane & p_plane , Face3 p_res [ 3 ] , bool p_is_point_over [ 3 ] ) const {
ERR_FAIL_COND_V ( is_degenerate ( ) , 0 ) ;
Vector3 above [ 4 ] ;
int above_count = 0 ;
Vector3 below [ 4 ] ;
int below_count = 0 ;
for ( int i = 0 ; i < 3 ; i + + ) {
if ( p_plane . has_point ( vertex [ i ] , CMP_EPSILON ) ) { // point is in plane
ERR_FAIL_COND_V ( above_count > = 4 , 0 ) ;
above [ above_count + + ] = vertex [ i ] ;
ERR_FAIL_COND_V ( below_count > = 4 , 0 ) ;
below [ below_count + + ] = vertex [ i ] ;
} else {
if ( p_plane . is_point_over ( vertex [ i ] ) ) {
//Point is over
ERR_FAIL_COND_V ( above_count > = 4 , 0 ) ;
above [ above_count + + ] = vertex [ i ] ;
} else {
//Point is under
ERR_FAIL_COND_V ( below_count > = 4 , 0 ) ;
below [ below_count + + ] = vertex [ i ] ;
}
/* Check for Intersection between this and the next vertex*/
Vector3 inters ;
if ( ! p_plane . intersects_segment ( vertex [ i ] , vertex [ ( i + 1 ) % 3 ] , & inters ) )
continue ;
/* Intersection goes to both */
ERR_FAIL_COND_V ( above_count > = 4 , 0 ) ;
above [ above_count + + ] = inters ;
ERR_FAIL_COND_V ( below_count > = 4 , 0 ) ;
below [ below_count + + ] = inters ;
}
}
int polygons_created = 0 ;
ERR_FAIL_COND_V ( above_count > = 4 & & below_count > = 4 , 0 ) ; //bug in the algo
if ( above_count > = 3 ) {
p_res [ polygons_created ] = Face3 ( above [ 0 ] , above [ 1 ] , above [ 2 ] ) ;
p_is_point_over [ polygons_created ] = true ;
polygons_created + + ;
if ( above_count = = 4 ) {
p_res [ polygons_created ] = Face3 ( above [ 2 ] , above [ 3 ] , above [ 0 ] ) ;
p_is_point_over [ polygons_created ] = true ;
polygons_created + + ;
}
}
if ( below_count > = 3 ) {
p_res [ polygons_created ] = Face3 ( below [ 0 ] , below [ 1 ] , below [ 2 ] ) ;
p_is_point_over [ polygons_created ] = false ;
polygons_created + + ;
if ( below_count = = 4 ) {
p_res [ polygons_created ] = Face3 ( below [ 2 ] , below [ 3 ] , below [ 0 ] ) ;
p_is_point_over [ polygons_created ] = false ;
polygons_created + + ;
}
}
return polygons_created ;
}
bool Face3 : : intersects_ray ( const Vector3 & p_from , const Vector3 & p_dir , Vector3 * p_intersection ) const {
return Geometry : : ray_intersects_triangle ( p_from , p_dir , vertex [ 0 ] , vertex [ 1 ] , vertex [ 2 ] , p_intersection ) ;
}
bool Face3 : : intersects_segment ( const Vector3 & p_from , const Vector3 & p_dir , Vector3 * p_intersection ) const {
return Geometry : : segment_intersects_triangle ( p_from , p_dir , vertex [ 0 ] , vertex [ 1 ] , vertex [ 2 ] , p_intersection ) ;
}
bool Face3 : : is_degenerate ( ) const {
Vector3 normal = vec3_cross ( vertex [ 0 ] - vertex [ 1 ] , vertex [ 0 ] - vertex [ 2 ] ) ;
return ( normal . length_squared ( ) < CMP_EPSILON2 ) ;
}
Face3 : : Side Face3 : : get_side_of ( const Face3 & p_face , ClockDirection p_clock_dir ) const {
int over = 0 , under = 0 ;
Plane plane = get_plane ( p_clock_dir ) ;
for ( int i = 0 ; i < 3 ; i + + ) {
const Vector3 & v = p_face . vertex [ i ] ;
if ( plane . has_point ( v ) ) //coplanar, dont bother
continue ;
if ( plane . is_point_over ( v ) )
over + + ;
else
under + + ;
}
if ( over > 0 & & under = = 0 )
return SIDE_OVER ;
else if ( under > 0 & & over = = 0 )
return SIDE_UNDER ;
else if ( under = = 0 & & over = = 0 )
return SIDE_COPLANAR ;
else
return SIDE_SPANNING ;
}
Vector3 Face3 : : get_random_point_inside ( ) const {
float a = Math : : random ( 0 , 1 ) ;
float b = Math : : random ( 0 , 1 ) ;
if ( a > b ) {
SWAP ( a , b ) ;
}
return vertex [ 0 ] * a + vertex [ 1 ] * ( b - a ) + vertex [ 2 ] * ( 1.0 - b ) ;
}
Plane Face3 : : get_plane ( ClockDirection p_dir ) const {
return Plane ( vertex [ 0 ] , vertex [ 1 ] , vertex [ 2 ] , p_dir ) ;
}
Vector3 Face3 : : get_median_point ( ) const {
return ( vertex [ 0 ] + vertex [ 1 ] + vertex [ 2 ] ) / 3.0 ;
}
real_t Face3 : : get_area ( ) const {
return vec3_cross ( vertex [ 0 ] - vertex [ 1 ] , vertex [ 0 ] - vertex [ 2 ] ) . length ( ) ;
}
ClockDirection Face3 : : get_clock_dir ( ) const {
Vector3 normal = vec3_cross ( vertex [ 0 ] - vertex [ 1 ] , vertex [ 0 ] - vertex [ 2 ] ) ;
//printf("normal is %g,%g,%g x %g,%g,%g- wtfu is %g\n",tofloat(normal.x),tofloat(normal.y),tofloat(normal.z),tofloat(vertex[0].x),tofloat(vertex[0].y),tofloat(vertex[0].z),tofloat( normal.dot( vertex[0] ) ) );
return ( normal . dot ( vertex [ 0 ] ) > = 0 ) ? CLOCKWISE : COUNTERCLOCKWISE ;
}
bool Face3 : : intersects_aabb ( const AABB & p_aabb ) const {
/** TEST PLANE **/
if ( ! p_aabb . intersects_plane ( get_plane ( ) ) )
return false ;
/** TEST FACE AXIS */
# define TEST_AXIS(m_ax)\
{ \
float aabb_min = p_aabb . pos . m_ax ; \
float aabb_max = p_aabb . pos . m_ax + p_aabb . size . m_ax ; \
float tri_min , tri_max ; \
for ( int i = 0 ; i < 3 ; i + + ) { \
if ( i = = 0 | | vertex [ i ] . m_ax > tri_max ) \
tri_max = vertex [ i ] . m_ax ; \
if ( i = = 0 | | vertex [ i ] . m_ax < tri_min ) \
tri_min = vertex [ i ] . m_ax ; \
} \
\
if ( tri_max < aabb_min | | aabb_max < tri_min ) \
return false ; \
}
TEST_AXIS ( x ) ;
TEST_AXIS ( y ) ;
TEST_AXIS ( z ) ;
/** TEST ALL EDGES **/
Vector3 edge_norms [ 3 ] = {
vertex [ 0 ] - vertex [ 1 ] ,
vertex [ 1 ] - vertex [ 2 ] ,
vertex [ 2 ] - vertex [ 0 ] ,
} ;
for ( int i = 0 ; i < 12 ; i + + ) {
Vector3 from , to ;
p_aabb . get_edge ( i , from , to ) ;
Vector3 e1 = from - to ;
for ( int j = 0 ; j < 3 ; j + + ) {
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Vector3 e2 = edge_norms [ j ] ;
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Vector3 axis = vec3_cross ( e1 , e2 ) ;
if ( axis . length_squared ( ) < 0.0001 )
continue ; // coplanar
axis . normalize ( ) ;
float minA , maxA , minB , maxB ;
p_aabb . project_range_in_plane ( Plane ( axis , 0 ) , minA , maxA ) ;
project_range ( axis , Transform ( ) , minB , maxB ) ;
if ( maxA < minB | | maxB < minA )
return false ;
}
}
return true ;
}
Face3 : : operator String ( ) const {
return String ( ) + vertex [ 0 ] + " , " + vertex [ 1 ] + " , " + vertex [ 2 ] ;
}
void Face3 : : project_range ( const Vector3 & p_normal , const Transform & p_transform , float & r_min , float & r_max ) const {
for ( int i = 0 ; i < 3 ; i + + ) {
Vector3 v = p_transform . xform ( vertex [ i ] ) ;
float d = p_normal . dot ( v ) ;
if ( i = = 0 | | d > r_max )
r_max = d ;
if ( i = = 0 | | d < r_min )
r_min = d ;
}
}
void Face3 : : get_support ( const Vector3 & p_normal , const Transform & p_transform , Vector3 * p_vertices , int * p_count , int p_max ) const {
# define _FACE_IS_VALID_SUPPORT_TRESHOLD 0.98
# define _EDGE_IS_VALID_SUPPORT_TRESHOLD 0.05
if ( p_max < = 0 )
return ;
Vector3 n = p_transform . basis . xform_inv ( p_normal ) ;
/** TEST FACE AS SUPPORT **/
if ( get_plane ( ) . normal . dot ( n ) > _FACE_IS_VALID_SUPPORT_TRESHOLD ) {
* p_count = MIN ( 3 , p_max ) ;
for ( int i = 0 ; i < * p_count ; i + + ) {
p_vertices [ i ] = p_transform . xform ( vertex [ i ] ) ;
}
return ;
}
/** FIND SUPPORT VERTEX **/
int vert_support_idx = - 1 ;
float support_max ;
for ( int i = 0 ; i < 3 ; i + + ) {
float d = n . dot ( vertex [ i ] ) ;
if ( i = = 0 | | d > support_max ) {
support_max = d ;
vert_support_idx = i ;
}
}
/** TEST EDGES AS SUPPORT **/
for ( int i = 0 ; i < 3 ; i + + ) {
if ( i ! = vert_support_idx & & i + 1 ! = vert_support_idx )
continue ;
// check if edge is valid as a support
float dot = ( vertex [ i ] - vertex [ ( i + 1 ) % 3 ] ) . normalized ( ) . dot ( n ) ;
dot = ABS ( dot ) ;
if ( dot < _EDGE_IS_VALID_SUPPORT_TRESHOLD ) {
* p_count = MIN ( 2 , p_max ) ;
for ( int j = 0 ; j < * p_count ; j + + )
p_vertices [ j ] = p_transform . xform ( vertex [ ( j + i ) % 3 ] ) ;
return ;
}
}
* p_count = 1 ;
p_vertices [ 0 ] = p_transform . xform ( vertex [ vert_support_idx ] ) ;
}
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Vector3 Face3 : : get_closest_point_to ( const Vector3 & p_point ) const {
Vector3 edge0 = vertex [ 1 ] - vertex [ 0 ] ;
Vector3 edge1 = vertex [ 2 ] - vertex [ 0 ] ;
Vector3 v0 = vertex [ 0 ] - p_point ;
float a = edge0 . dot ( edge0 ) ;
float b = edge0 . dot ( edge1 ) ;
float c = edge1 . dot ( edge1 ) ;
float d = edge0 . dot ( v0 ) ;
float e = edge1 . dot ( v0 ) ;
float det = a * c - b * b ;
float s = b * e - c * d ;
float t = b * d - a * e ;
if ( s + t < det )
{
if ( s < 0.f )
{
if ( t < 0.f )
{
if ( d < 0.f )
{
s = CLAMP ( - d / a , 0.f , 1.f ) ;
t = 0.f ;
}
else
{
s = 0.f ;
t = CLAMP ( - e / c , 0.f , 1.f ) ;
}
}
else
{
s = 0.f ;
t = CLAMP ( - e / c , 0.f , 1.f ) ;
}
}
else if ( t < 0.f )
{
s = CLAMP ( - d / a , 0.f , 1.f ) ;
t = 0.f ;
}
else
{
float invDet = 1.f / det ;
s * = invDet ;
t * = invDet ;
}
}
else
{
if ( s < 0.f )
{
float tmp0 = b + d ;
float tmp1 = c + e ;
if ( tmp1 > tmp0 )
{
float numer = tmp1 - tmp0 ;
float denom = a - 2 * b + c ;
s = CLAMP ( numer / denom , 0.f , 1.f ) ;
t = 1 - s ;
}
else
{
t = CLAMP ( - e / c , 0.f , 1.f ) ;
s = 0.f ;
}
}
else if ( t < 0.f )
{
if ( a + d > b + e )
{
float numer = c + e - b - d ;
float denom = a - 2 * b + c ;
s = CLAMP ( numer / denom , 0.f , 1.f ) ;
t = 1 - s ;
}
else
{
s = CLAMP ( - e / c , 0.f , 1.f ) ;
t = 0.f ;
}
}
else
{
float numer = c + e - b - d ;
float denom = a - 2 * b + c ;
s = CLAMP ( numer / denom , 0.f , 1.f ) ;
t = 1.f - s ;
}
}
return vertex [ 0 ] + s * edge0 + t * edge1 ;
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}