Torque3D/Engine/source/math/mPolyhedron.cpp

248 lines
7.4 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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 "platform/platform.h"
#include "math/mPolyhedron.h"
#include "platform/typetraits.h"
//-----------------------------------------------------------------------------
void PolyhedronVectorData::buildFromPlanes( const PlaneSetF& planes )
{
const U32 numSourcePlanes = planes.getNumPlanes();
// Go through the planes and create edges by
// intersecting the various planes.
for( U32 i = 0; i < numSourcePlanes; ++ i )
{
const PlaneF& currentPlane = planes.getPlanes()[ i ];
bool haveEdges = false;
for( U32 n = 0; n < numSourcePlanes; ++ n )
{
if( n == i )
continue;
const PlaneF& intersectPlane = planes.getPlanes()[ n ];
Point3F start;
Point3F dir;
// Intersect the two planes.
if( !currentPlane.intersect( intersectPlane, start, dir ) )
continue;
// Absolutely make sure our direction vector is normalized.
dir.normalize();
// Find the two vertices on the line that are still
// inside the polyhedron by clipping against the other
// planes in the set.
F32 minDist = TypeTraits< F32 >::MAX;
F32 maxDist = TypeTraits< F32 >::MIN;
Point3F v1;
Point3F v2;
Point3F end = start + dir;
for( U32 j = 0; j < numSourcePlanes; j ++ )
{
// Skip if current or intersect plane.
if( j == n || j == i )
continue;
const PlaneF& clipPlane = planes.getPlanes()[ j ];
// Compute the distance at which the plane intersects
// the line. Skip if parallel.
F32 dist = clipPlane.intersect( start, end );
if( mIsEqual( dist, PARALLEL_PLANE ) )
continue;
// See if the resulting vertex is even inside the planes.
// Skip if not.
Point3F vertex = start + dir * dist;
bool isContained = true;
for( U32 nplane = 0; nplane < numSourcePlanes; ++ nplane )
{
// Skip all planes that we used to construct this vertex.
if( nplane == j || nplane == n || nplane == i )
continue;
if( planes.getPlanes()[ nplane ].whichSide( vertex ) == PlaneF::Back )
{
isContained = false;
break;
}
}
if( !isContained )
continue;
// Keep track of min and max distance.
if( mIsEqual( dist, minDist ) || mIsEqual( dist, maxDist ) )
continue;
else if( dist < minDist )
{
if( minDist != TypeTraits< F32 >::MAX && maxDist == TypeTraits< F32 >::MIN )
{
maxDist = minDist;
v2 = v1;
}
minDist = dist;
v1 = vertex;
}
else if( dist > maxDist )
{
maxDist = dist;
v2 = vertex;
}
}
// Skip plane pair if there's no properly formed edge.
if( minDist == TypeTraits< F32 >::MAX || maxDist == TypeTraits< F32 >::MIN || mIsEqual( minDist, maxDist ) )
continue;
// See if vertex 1 already exists.
S32 v1index = -1;
bool v1Existed = false;
for( U32 nvert = 0; nvert < mPointList.size(); ++ nvert )
if(mPointList[ nvert ].equal( v1, 0.001f ) )
{
v1index = nvert;
v1Existed = true;
break;
}
// See if vertex 2 already exists.
S32 v2index = -1;
bool v2Existed = false;
for( U32 nvert = 0; nvert < mPointList.size(); ++ nvert )
if(mPointList[ nvert ].equal( v2, 0.001f ) )
{
v2index = nvert;
v2Existed = true;
break;
}
// Add vertex 1, if necessary.
if( !v1Existed )
{
v1index = mPointList.size();
mPointList.push_back( v1 );
}
// Add vertex 2, if necessary.
if( !v2Existed )
{
v2index = mPointList.size();
mPointList.push_back( v2 );
}
// If both v1 and v2 already existed in the point
// set, this must be an edge that we are sharing so try
// to find it.
const U32 thisPlaneIndex = mPlaneList.size();
bool foundExistingEdge = false;
if( v1Existed && v2Existed )
{
for( U32 nedge = 0; nedge < mEdgeList.size(); ++ nedge )
{
Edge& edge = mEdgeList[ nedge ];
if( ( edge.vertex[ 0 ] == v1index && edge.vertex[ 1 ] == v2index ) ||
( edge.vertex[ 0 ] == v2index && edge.vertex[ 1 ] == v1index ) )
{
edge.face[ 1 ] = thisPlaneIndex;
foundExistingEdge = true;
break;
}
}
}
// Otherwise, add a new edge.
if( !foundExistingEdge )
{
bool invert = false;
// We need to make sure to maintain CW ordering on face[0],
// so test to see if we need to go v1->v2 or v2->v1.
Point3F normal = mCross( currentPlane, v2 - v1 );
Point3F testPoint = v1 + normal;
for( U32 nplane = 0; nplane < numSourcePlanes; ++ nplane )
{
if( nplane == i )
continue;
if( planes.getPlanes()[ nplane ].whichSide( testPoint ) == PlaneF::Back )
{
invert = true;
break;
}
}
if( !invert )
{
mEdgeList.push_back(
Edge( thisPlaneIndex, 0, v1index, v2index )
);
}
else
{
mEdgeList.push_back(
Edge( thisPlaneIndex, 0, v2index, v1index )
);
}
}
// This plane has edges.
haveEdges = true;
}
// If this plane produced edges, add it.
if( haveEdges )
mPlaneList.push_back( currentPlane );
}
}