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-rw-r--r--core/math/face3.h247
1 files changed, 119 insertions, 128 deletions
diff --git a/core/math/face3.h b/core/math/face3.h
index a0da588ea5..6d15c60e3b 100644
--- a/core/math/face3.h
+++ b/core/math/face3.h
@@ -29,25 +29,23 @@
#ifndef FACE3_H
#define FACE3_H
-#include "vector3.h"
#include "plane.h"
#include "rect3.h"
#include "transform.h"
+#include "vector3.h"
class Face3 {
public:
+ enum Side {
+ SIDE_OVER,
+ SIDE_UNDER,
+ SIDE_SPANNING,
+ SIDE_COPLANAR
+ };
- enum Side {
- SIDE_OVER,
- SIDE_UNDER,
- SIDE_SPANNING,
- SIDE_COPLANAR
- };
-
-
- Vector3 vertex[3];
+ Vector3 vertex[3];
- /**
+ /**
*
* @param p_plane plane used to split the face
* @param p_res array of at least 3 faces, amount used in functio return
@@ -56,81 +54,80 @@ public:
* @return amount of faces generated by the split, either 0 (means no split possible), 2 or 3
*/
- int split_by_plane(const Plane& p_plane,Face3 *p_res,bool *p_is_point_over) const;
+ int split_by_plane(const Plane &p_plane, Face3 *p_res, bool *p_is_point_over) const;
- Plane get_plane(ClockDirection p_dir=CLOCKWISE) const;
+ Plane get_plane(ClockDirection p_dir = CLOCKWISE) const;
Vector3 get_random_point_inside() const;
+ Side get_side_of(const Face3 &p_face, ClockDirection p_clock_dir = CLOCKWISE) const;
- Side get_side_of(const Face3& p_face,ClockDirection p_clock_dir=CLOCKWISE) const;
-
- bool is_degenerate() const;
+ bool is_degenerate() const;
real_t get_area() const;
- Vector3 get_median_point() const;
- Vector3 get_closest_point_to(const Vector3& p_point) const;
+ Vector3 get_median_point() const;
+ Vector3 get_closest_point_to(const Vector3 &p_point) const;
- bool intersects_ray(const Vector3& p_from,const Vector3& p_dir,Vector3 * p_intersection=0) const;
- bool intersects_segment(const Vector3& p_from,const Vector3& p_dir,Vector3 * p_intersection=0) const;
+ bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection = 0) const;
+ bool intersects_segment(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection = 0) const;
- ClockDirection get_clock_dir() const; ///< todo, test if this is returning the proper clockwisity
+ ClockDirection get_clock_dir() const; ///< todo, test if this is returning the proper clockwisity
- void get_support(const Vector3& p_normal,const Transform& p_transform,Vector3 *p_vertices,int* p_count,int p_max) const;
- void project_range(const Vector3& p_normal,const Transform& p_transform,real_t& r_min, real_t& r_max) const;
+ void get_support(const Vector3 &p_normal, const Transform &p_transform, Vector3 *p_vertices, int *p_count, int p_max) const;
+ void project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const;
- Rect3 get_aabb() const {
+ Rect3 get_aabb() const {
- Rect3 aabb( vertex[0], Vector3() );
- aabb.expand_to( vertex[1] );
- aabb.expand_to( vertex[2] );
- return aabb;
- }
+ Rect3 aabb(vertex[0], Vector3());
+ aabb.expand_to(vertex[1]);
+ aabb.expand_to(vertex[2]);
+ return aabb;
+ }
- bool intersects_aabb(const Rect3& p_aabb) const;
- _FORCE_INLINE_ bool intersects_aabb2(const Rect3& p_aabb) const;
+ bool intersects_aabb(const Rect3 &p_aabb) const;
+ _FORCE_INLINE_ bool intersects_aabb2(const Rect3 &p_aabb) const;
operator String() const;
- inline Face3() {}
- inline Face3(const Vector3 &p_v1,const Vector3 &p_v2,const Vector3 &p_v3) { vertex[0]=p_v1; vertex[1]=p_v2; vertex[2]=p_v3; }
-
+ inline Face3() {}
+ inline Face3(const Vector3 &p_v1, const Vector3 &p_v2, const Vector3 &p_v3) {
+ vertex[0] = p_v1;
+ vertex[1] = p_v2;
+ vertex[2] = p_v3;
+ }
};
+bool Face3::intersects_aabb2(const Rect3 &p_aabb) const {
-bool Face3::intersects_aabb2(const Rect3& p_aabb) const {
-
- Vector3 perp = (vertex[0]-vertex[2]).cross(vertex[0]-vertex[1]);
+ Vector3 perp = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]);
Vector3 half_extents = p_aabb.size * 0.5;
Vector3 ofs = p_aabb.pos + half_extents;
- Vector3 sup =Vector3(
- (perp.x>0) ? -half_extents.x : half_extents.x,
- (perp.y>0) ? -half_extents.y : half_extents.y,
- (perp.z>0) ? -half_extents.z : half_extents.z
- );
+ Vector3 sup = Vector3(
+ (perp.x > 0) ? -half_extents.x : half_extents.x,
+ (perp.y > 0) ? -half_extents.y : half_extents.y,
+ (perp.z > 0) ? -half_extents.z : half_extents.z);
real_t d = perp.dot(vertex[0]);
- real_t dist_a = perp.dot(ofs+sup)-d;
- real_t dist_b = perp.dot(ofs-sup)-d;
+ real_t dist_a = perp.dot(ofs + sup) - d;
+ real_t dist_b = perp.dot(ofs - sup) - d;
- if (dist_a*dist_b > 0)
+ if (dist_a * dist_b > 0)
return false; //does not intersect the plane
-
-#define TEST_AXIS(m_ax)\
- {\
- real_t aabb_min=p_aabb.pos.m_ax;\
- real_t aabb_max=p_aabb.pos.m_ax+p_aabb.size.m_ax;\
- real_t 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;\
+#define TEST_AXIS(m_ax) \
+ { \
+ real_t aabb_min = p_aabb.pos.m_ax; \
+ real_t aabb_max = p_aabb.pos.m_ax + p_aabb.size.m_ax; \
+ real_t 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);
@@ -139,131 +136,125 @@ bool Face3::intersects_aabb2(const Rect3& p_aabb) const {
#undef TEST_AXIS
-
- Vector3 edge_norms[3]={
- vertex[0]-vertex[1],
- vertex[1]-vertex[2],
- vertex[2]-vertex[0],
+ Vector3 edge_norms[3] = {
+ vertex[0] - vertex[1],
+ vertex[1] - vertex[2],
+ vertex[2] - vertex[0],
};
- for (int i=0;i<12;i++) {
+ for (int i = 0; i < 12; i++) {
- Vector3 from,to;
- switch(i) {
+ Vector3 from, to;
+ switch (i) {
- case 0:{
+ case 0: {
- from=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y , p_aabb.pos.z );
- to=Vector3( p_aabb.pos.x , p_aabb.pos.y , p_aabb.pos.z );
+ from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z);
+ to = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z);
} break;
- case 1:{
+ case 1: {
- from=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y , p_aabb.pos.z+p_aabb.size.z );
- to=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y , p_aabb.pos.z );
+ from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
+ to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z);
} break;
- case 2:{
- from=Vector3( p_aabb.pos.x , p_aabb.pos.y , p_aabb.pos.z+p_aabb.size.z );
- to=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y , p_aabb.pos.z+p_aabb.size.z );
+ case 2: {
+ from = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
+ to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
} break;
- case 3:{
+ case 3: {
- from=Vector3( p_aabb.pos.x , p_aabb.pos.y , p_aabb.pos.z );
- to=Vector3( p_aabb.pos.x , p_aabb.pos.y , p_aabb.pos.z+p_aabb.size.z );
+ from = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z);
+ to = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
} break;
- case 4:{
+ case 4: {
- from=Vector3( p_aabb.pos.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z );
- to=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z );
+ from = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
+ to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
} break;
- case 5:{
+ case 5: {
- from=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z );
- to=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z+p_aabb.size.z );
+ from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
+ to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
} break;
- case 6:{
- from=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z+p_aabb.size.z );
- to=Vector3( p_aabb.pos.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z+p_aabb.size.z );
+ case 6: {
+ from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
+ to = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
} break;
- case 7:{
+ case 7: {
- from=Vector3( p_aabb.pos.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z+p_aabb.size.z );
- to=Vector3( p_aabb.pos.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z );
+ from = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
+ to = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
} break;
- case 8:{
+ case 8: {
- from=Vector3( p_aabb.pos.x , p_aabb.pos.y , p_aabb.pos.z+p_aabb.size.z );
- to=Vector3( p_aabb.pos.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z+p_aabb.size.z );
+ from = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
+ to = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
} break;
- case 9:{
+ case 9: {
- from=Vector3( p_aabb.pos.x , p_aabb.pos.y , p_aabb.pos.z );
- to=Vector3( p_aabb.pos.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z );
+ from = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z);
+ to = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
} break;
- case 10:{
+ case 10: {
- from=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y , p_aabb.pos.z );
- to=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z );
+ from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z);
+ to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
} break;
- case 11:{
+ case 11: {
- from=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y , p_aabb.pos.z+p_aabb.size.z );
- to=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z+p_aabb.size.z );
+ from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
+ to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
} break;
-
}
- Vector3 e1=from-to;
- for (int j=0;j<3;j++) {
- Vector3 e2=edge_norms[j];
+ Vector3 e1 = from - to;
+ for (int j = 0; j < 3; j++) {
+ Vector3 e2 = edge_norms[j];
- Vector3 axis=vec3_cross( e1, e2 );
+ Vector3 axis = vec3_cross(e1, e2);
- if (axis.length_squared()<0.0001)
+ if (axis.length_squared() < 0.0001)
continue; // coplanar
//axis.normalize();
- Vector3 sup2 =Vector3(
- (axis.x>0) ? -half_extents.x : half_extents.x,
- (axis.y>0) ? -half_extents.y : half_extents.y,
- (axis.z>0) ? -half_extents.z : half_extents.z
- );
+ Vector3 sup2 = Vector3(
+ (axis.x > 0) ? -half_extents.x : half_extents.x,
+ (axis.y > 0) ? -half_extents.y : half_extents.y,
+ (axis.z > 0) ? -half_extents.z : half_extents.z);
- real_t maxB = axis.dot(ofs+sup2);
- real_t minB = axis.dot(ofs-sup2);
- if (minB>maxB) {
- SWAP(maxB,minB);
+ real_t maxB = axis.dot(ofs + sup2);
+ real_t minB = axis.dot(ofs - sup2);
+ if (minB > maxB) {
+ SWAP(maxB, minB);
}
- real_t minT=1e20,maxT=-1e20;
- for (int k=0;k<3;k++) {
+ real_t minT = 1e20, maxT = -1e20;
+ for (int k = 0; k < 3; k++) {
- real_t d=axis.dot(vertex[k]);
+ real_t d = axis.dot(vertex[k]);
if (d > maxT)
- maxT=d;
+ maxT = d;
if (d < minT)
- minT=d;
+ minT = d;
}
- if (maxB<minT || maxT<minB)
+ if (maxB < minT || maxT < minB)
return false;
}
}
return true;
-
-
}
-
//this sucks...
#endif // FACE3_H