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-rw-r--r--core/math/face3.cpp29
1 files changed, 0 insertions, 29 deletions
diff --git a/core/math/face3.cpp b/core/math/face3.cpp
index 74331b391f..e1be4f0acf 100644
--- a/core/math/face3.cpp
+++ b/core/math/face3.cpp
@@ -33,7 +33,6 @@
#include "core/math/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];
@@ -43,7 +42,6 @@ int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_
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);
@@ -52,7 +50,6 @@ int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_
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);
@@ -83,13 +80,11 @@ int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_
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++;
@@ -97,13 +92,11 @@ int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_
}
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++;
@@ -114,29 +107,24 @@ int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_
}
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, don't bother
@@ -159,7 +147,6 @@ Face3::Side Face3::get_side_of(const Face3 &p_face, ClockDirection p_clock_dir)
}
Vector3 Face3::get_random_point_inside() const {
-
real_t a = Math::random(0, 1);
real_t b = Math::random(0, 1);
if (a > b) {
@@ -170,29 +157,24 @@ Vector3 Face3::get_random_point_inside() const {
}
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;
@@ -228,7 +210,6 @@ bool Face3::intersects_aabb(const AABB &p_aabb) const {
};
for (int i = 0; i < 12; i++) {
-
Vector3 from, to;
p_aabb.get_edge(i, from, to);
Vector3 e1 = from - to;
@@ -253,14 +234,11 @@ bool Face3::intersects_aabb(const AABB &p_aabb) const {
}
Face3::operator String() const {
-
return String() + vertex[0] + ", " + vertex[1] + ", " + vertex[2];
}
void Face3::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
-
for (int i = 0; i < 3; i++) {
-
Vector3 v = p_transform.xform(vertex[i]);
real_t d = p_normal.dot(v);
@@ -273,7 +251,6 @@ void Face3::project_range(const Vector3 &p_normal, const Transform &p_transform,
}
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_THRESHOLD 0.98
#define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.05
@@ -284,11 +261,9 @@ void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, V
/** TEST FACE AS SUPPORT **/
if (get_plane().normal.dot(n) > _FACE_IS_VALID_SUPPORT_THRESHOLD) {
-
*p_count = MIN(3, p_max);
for (int i = 0; i < *p_count; i++) {
-
p_vertices[i] = p_transform.xform(vertex[i]);
}
@@ -301,7 +276,6 @@ void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, V
real_t support_max = 0;
for (int i = 0; i < 3; i++) {
-
real_t d = n.dot(vertex[i]);
if (i == 0 || d > support_max) {
@@ -313,7 +287,6 @@ void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, V
/** TEST EDGES AS SUPPORT **/
for (int i = 0; i < 3; i++) {
-
if (i != vert_support_idx && i + 1 != vert_support_idx)
continue;
@@ -321,7 +294,6 @@ void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, V
real_t dot = (vertex[i] - vertex[(i + 1) % 3]).normalized().dot(n);
dot = ABS(dot);
if (dot < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
-
*p_count = MIN(2, p_max);
for (int j = 0; j < *p_count; j++)
@@ -336,7 +308,6 @@ void Face3::get_support(const Vector3 &p_normal, const Transform &p_transform, V
}
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;