/*************************************************************************/ /* face3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* 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.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #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++) { Vector3 e2 = edge_norms[j]; 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]); } 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; }