diff options
Diffstat (limited to 'core/math/geometry.h')
-rw-r--r-- | core/math/geometry.h | 758 |
1 files changed, 360 insertions, 398 deletions
diff --git a/core/math/geometry.h b/core/math/geometry.h index 1dd7df038d..93ab0be2e0 100644 --- a/core/math/geometry.h +++ b/core/math/geometry.h @@ -29,26 +29,23 @@ #ifndef GEOMETRY_H #define GEOMETRY_H -#include "vector3.h" -#include "face3.h" #include "dvector.h" +#include "face3.h" #include "math_2d.h" -#include "vector.h" -#include "print_string.h" #include "object.h" +#include "print_string.h" #include "triangulate.h" +#include "vector.h" +#include "vector3.h" /** @author Juan Linietsky <reduzio@gmail.com> */ class Geometry { Geometry(); -public: - - - - static real_t get_closest_points_between_segments( const Vector2& p1,const Vector2& q1, const Vector2& p2,const Vector2& q2, Vector2& c1, Vector2& c2) { +public: + static real_t get_closest_points_between_segments(const Vector2 &p1, const Vector2 &q1, const Vector2 &p2, const Vector2 &q2, Vector2 &c1, Vector2 &c2) { Vector2 d1 = q1 - p1; // Direction vector of segment S1 Vector2 d2 = q2 - p2; // Direction vector of segment S2 @@ -56,7 +53,7 @@ public: real_t a = d1.dot(d1); // Squared length of segment S1, always nonnegative real_t e = d2.dot(d2); // Squared length of segment S2, always nonnegative real_t f = d2.dot(r); - real_t s,t; + real_t s, t; // Check if either or both segments degenerate into points if (a <= CMP_EPSILON && e <= CMP_EPSILON) { // Both segments degenerate into points @@ -78,16 +75,16 @@ public: } else { // The general nondegenerate case starts here real_t b = d1.dot(d2); - real_t denom = a*e-b*b; // Always nonnegative + real_t denom = a * e - b * b; // Always nonnegative // If segments not parallel, compute closest point on L1 to L2 and // clamp to segment S1. Else pick arbitrary s (here 0) if (denom != 0.0) { - s = CLAMP((b*f - c*e) / denom, 0.0, 1.0); + s = CLAMP((b * f - c * e) / denom, 0.0, 1.0); } else s = 0.0; // Compute point on L2 closest to S1(s) using // t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e - t = (b*s + f) / e; + t = (b * s + f) / e; //If t in [0,1] done. Else clamp t, recompute s for the new value // of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a @@ -106,12 +103,10 @@ public: return Math::sqrt((c1 - c2).dot(c1 - c2)); } - - static void get_closest_points_between_segments(const Vector3& p1,const Vector3& p2,const Vector3& q1,const Vector3& q2,Vector3& c1, Vector3& c2) - { + static void get_closest_points_between_segments(const Vector3 &p1, const Vector3 &p2, const Vector3 &q1, const Vector3 &q2, Vector3 &c1, Vector3 &c2) { #if 0 //do the function 'd' as defined by pb. I think is is dot product of some sort -#define d_of(m,n,o,p) ( (m.x - n.x) * (o.x - p.x) + (m.y - n.y) * (o.y - p.y) + (m.z - n.z) * (o.z - p.z) ) +#define d_of(m, n, o, p) ((m.x - n.x) * (o.x - p.x) + (m.y - n.y) * (o.y - p.y) + (m.z - n.z) * (o.z - p.z)) //caluclate the parpametric position on the 2 curves, mua and mub real_t mua = ( d_of(p1,q1,q2,q1) * d_of(q2,q1,p2,p1) - d_of(p1,q1,p2,p1) * d_of(q2,q1,q2,q1) ) / ( d_of(p2,p1,p2,p1) * d_of(q2,q1,q2,q1) - d_of(q2,q1,p2,p1) * d_of(q2,q1,p2,p1) ); @@ -126,25 +121,24 @@ public: c2 = q1.linear_interpolate(q2,mub); #endif - Vector3 u = p2 - p1; - Vector3 v = q2 - q1; - Vector3 w = p1 - q1; - float a = u.dot(u); - float b = u.dot(v); - float c = v.dot(v); // always >= 0 - float d = u.dot(w); - float e = v.dot(w); - float D = a*c - b*b; // always >= 0 - float sc, tc; + Vector3 u = p2 - p1; + Vector3 v = q2 - q1; + Vector3 w = p1 - q1; + float a = u.dot(u); + float b = u.dot(v); + float c = v.dot(v); // always >= 0 + float d = u.dot(w); + float e = v.dot(w); + float D = a * c - b * b; // always >= 0 + float sc, tc; // compute the line parameters of the two closest points - if (D < CMP_EPSILON) { // the lines are almost parallel + if (D < CMP_EPSILON) { // the lines are almost parallel sc = 0.0; - tc = (b>c ? d/b : e/c); // use the largest denominator - } - else { - sc = (b*e - c*d) / D; - tc = (a*e - b*d) / D; + tc = (b > c ? d / b : e / c); // use the largest denominator + } else { + sc = (b * e - c * d) / D; + tc = (a * e - b * d) / D; } c1 = w + sc * u; @@ -153,92 +147,89 @@ public: //Vector dP = w + (sc * u) - (tc * v); // = L1(sc) - L2(tc) } - static real_t get_closest_distance_between_segments( const Vector3& p_from_a,const Vector3& p_to_a, const Vector3& p_from_b,const Vector3& p_to_b) { - Vector3 u = p_to_a - p_from_a; - Vector3 v = p_to_b - p_from_b; - Vector3 w = p_from_a - p_to_a; - real_t a = u.dot(u); // always >= 0 - real_t b = u.dot(v); - real_t c = v.dot(v); // always >= 0 - real_t d = u.dot(w); - real_t e = v.dot(w); - real_t D = a*c - b*b; // always >= 0 - real_t sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0 - real_t tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0 - - // compute the line parameters of the two closest points - if (D < CMP_EPSILON) { // the lines are almost parallel - sN = 0.0; // force using point P0 on segment S1 - sD = 1.0; // to prevent possible division by 0.0 later - tN = e; - tD = c; - } - else { // get the closest points on the infinite lines - sN = (b*e - c*d); - tN = (a*e - b*d); - if (sN < 0.0) { // sc < 0 => the s=0 edge is visible - sN = 0.0; - tN = e; - tD = c; - } - else if (sN > sD) { // sc > 1 => the s=1 edge is visible - sN = sD; - tN = e + b; - tD = c; - } - } - - if (tN < 0.0) { // tc < 0 => the t=0 edge is visible - tN = 0.0; - // recompute sc for this edge - if (-d < 0.0) - sN = 0.0; - else if (-d > a) - sN = sD; - else { - sN = -d; - sD = a; + static real_t get_closest_distance_between_segments(const Vector3 &p_from_a, const Vector3 &p_to_a, const Vector3 &p_from_b, const Vector3 &p_to_b) { + Vector3 u = p_to_a - p_from_a; + Vector3 v = p_to_b - p_from_b; + Vector3 w = p_from_a - p_to_a; + real_t a = u.dot(u); // always >= 0 + real_t b = u.dot(v); + real_t c = v.dot(v); // always >= 0 + real_t d = u.dot(w); + real_t e = v.dot(w); + real_t D = a * c - b * b; // always >= 0 + real_t sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0 + real_t tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0 + + // compute the line parameters of the two closest points + if (D < CMP_EPSILON) { // the lines are almost parallel + sN = 0.0; // force using point P0 on segment S1 + sD = 1.0; // to prevent possible division by 0.0 later + tN = e; + tD = c; + } else { // get the closest points on the infinite lines + sN = (b * e - c * d); + tN = (a * e - b * d); + if (sN < 0.0) { // sc < 0 => the s=0 edge is visible + sN = 0.0; + tN = e; + tD = c; + } else if (sN > sD) { // sc > 1 => the s=1 edge is visible + sN = sD; + tN = e + b; + tD = c; + } } - } - else if (tN > tD) { // tc > 1 => the t=1 edge is visible - tN = tD; - // recompute sc for this edge - if ((-d + b) < 0.0) - sN = 0; - else if ((-d + b) > a) - sN = sD; - else { - sN = (-d + b); - sD = a; + + if (tN < 0.0) { // tc < 0 => the t=0 edge is visible + tN = 0.0; + // recompute sc for this edge + if (-d < 0.0) + sN = 0.0; + else if (-d > a) + sN = sD; + else { + sN = -d; + sD = a; + } + } else if (tN > tD) { // tc > 1 => the t=1 edge is visible + tN = tD; + // recompute sc for this edge + if ((-d + b) < 0.0) + sN = 0; + else if ((-d + b) > a) + sN = sD; + else { + sN = (-d + b); + sD = a; + } } - } - // finally do the division to get sc and tc - sc = (Math::abs(sN) < CMP_EPSILON ? 0.0 : sN / sD); - tc = (Math::abs(tN) < CMP_EPSILON ? 0.0 : tN / tD); + // finally do the division to get sc and tc + sc = (Math::abs(sN) < CMP_EPSILON ? 0.0 : sN / sD); + tc = (Math::abs(tN) < CMP_EPSILON ? 0.0 : tN / tD); - // get the difference of the two closest points - Vector3 dP = w + (sc * u) - (tc * v); // = S1(sc) - S2(tc) + // get the difference of the two closest points + Vector3 dP = w + (sc * u) - (tc * v); // = S1(sc) - S2(tc) - return dP.length(); // return the closest distance + return dP.length(); // return the closest distance } - static inline bool ray_intersects_triangle( const Vector3& p_from, const Vector3& p_dir, const Vector3& p_v0,const Vector3& p_v1,const Vector3& p_v2,Vector3* r_res=0) { - Vector3 e1=p_v1-p_v0; - Vector3 e2=p_v2-p_v0; + static inline bool ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2, Vector3 *r_res = 0) { + Vector3 e1 = p_v1 - p_v0; + Vector3 e2 = p_v2 - p_v0; Vector3 h = p_dir.cross(e2); - real_t a =e1.dot(h); - if (a>-CMP_EPSILON && a < CMP_EPSILON) // parallel test + real_t a = e1.dot(h); + if (a > -CMP_EPSILON && a < CMP_EPSILON) // parallel test return false; - real_t f=1.0/a; + real_t f = 1.0 / a; - Vector3 s=p_from-p_v0; + Vector3 s = p_from - p_v0; real_t u = f * s.dot(h); - if ( u< 0.0 || u > 1.0) + if (u < 0.0 || u > 1.0) return false; - Vector3 q=s.cross(e1); + Vector3 q = s.cross(e1); real_t v = f * p_dir.dot(q); @@ -249,34 +240,34 @@ public: // the intersection point is on the line real_t t = f * e2.dot(q); - if (t > 0.00001) {// ray intersection + if (t > 0.00001) { // ray intersection if (r_res) - *r_res=p_from+p_dir*t; + *r_res = p_from + p_dir * t; return true; } else // this means that there is a line intersection // but not a ray intersection return false; } - static inline bool segment_intersects_triangle( const Vector3& p_from, const Vector3& p_to, const Vector3& p_v0,const Vector3& p_v1,const Vector3& p_v2,Vector3* r_res=0) { + static inline bool segment_intersects_triangle(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2, Vector3 *r_res = 0) { - Vector3 rel=p_to-p_from; - Vector3 e1=p_v1-p_v0; - Vector3 e2=p_v2-p_v0; + Vector3 rel = p_to - p_from; + Vector3 e1 = p_v1 - p_v0; + Vector3 e2 = p_v2 - p_v0; Vector3 h = rel.cross(e2); - real_t a =e1.dot(h); - if (a>-CMP_EPSILON && a < CMP_EPSILON) // parallel test + real_t a = e1.dot(h); + if (a > -CMP_EPSILON && a < CMP_EPSILON) // parallel test return false; - real_t f=1.0/a; + real_t f = 1.0 / a; - Vector3 s=p_from-p_v0; + Vector3 s = p_from - p_v0; real_t u = f * s.dot(h); - if ( u< 0.0 || u > 1.0) + if (u < 0.0 || u > 1.0) return false; - Vector3 q=s.cross(e1); + Vector3 q = s.cross(e1); real_t v = f * rel.dot(q); @@ -287,124 +278,122 @@ public: // the intersection point is on the line real_t t = f * e2.dot(q); - if (t > CMP_EPSILON && t<=1.0) {// ray intersection + if (t > CMP_EPSILON && t <= 1.0) { // ray intersection if (r_res) - *r_res=p_from+rel*t; + *r_res = p_from + rel * t; return true; } else // this means that there is a line intersection // but not a ray intersection return false; } - static inline bool segment_intersects_sphere( const Vector3& p_from, const Vector3& p_to, const Vector3& p_sphere_pos,real_t p_sphere_radius,Vector3* r_res=0,Vector3 *r_norm=0) { - + static inline bool segment_intersects_sphere(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_sphere_pos, real_t p_sphere_radius, Vector3 *r_res = 0, Vector3 *r_norm = 0) { - Vector3 sphere_pos=p_sphere_pos-p_from; - Vector3 rel=(p_to-p_from); - real_t rel_l=rel.length(); - if (rel_l<CMP_EPSILON) + Vector3 sphere_pos = p_sphere_pos - p_from; + Vector3 rel = (p_to - p_from); + real_t rel_l = rel.length(); + if (rel_l < CMP_EPSILON) return false; // both points are the same - Vector3 normal=rel/rel_l; + Vector3 normal = rel / rel_l; - real_t sphere_d=normal.dot(sphere_pos); + real_t sphere_d = normal.dot(sphere_pos); //Vector3 ray_closest=normal*sphere_d; - real_t ray_distance=sphere_pos.distance_to(normal*sphere_d); + real_t ray_distance = sphere_pos.distance_to(normal * sphere_d); - if (ray_distance>=p_sphere_radius) + if (ray_distance >= p_sphere_radius) return false; - real_t inters_d2=p_sphere_radius*p_sphere_radius - ray_distance*ray_distance; - real_t inters_d=sphere_d; + real_t inters_d2 = p_sphere_radius * p_sphere_radius - ray_distance * ray_distance; + real_t inters_d = sphere_d; - if (inters_d2>=CMP_EPSILON) - inters_d-=Math::sqrt(inters_d2); + if (inters_d2 >= CMP_EPSILON) + inters_d -= Math::sqrt(inters_d2); // check in segment - if (inters_d<0 || inters_d>rel_l) + if (inters_d < 0 || inters_d > rel_l) return false; - Vector3 result=p_from+normal*inters_d; + Vector3 result = p_from + normal * inters_d; if (r_res) - *r_res=result; + *r_res = result; if (r_norm) - *r_norm=(result-p_sphere_pos).normalized(); + *r_norm = (result - p_sphere_pos).normalized(); return true; } - static inline bool segment_intersects_cylinder( const Vector3& p_from, const Vector3& p_to, real_t p_height,real_t p_radius,Vector3* r_res=0,Vector3 *r_norm=0) { + static inline bool segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, real_t p_height, real_t p_radius, Vector3 *r_res = 0, Vector3 *r_norm = 0) { - Vector3 rel=(p_to-p_from); - real_t rel_l=rel.length(); - if (rel_l<CMP_EPSILON) + Vector3 rel = (p_to - p_from); + real_t rel_l = rel.length(); + if (rel_l < CMP_EPSILON) return false; // both points are the same // first check if they are parallel - Vector3 normal=(rel/rel_l); - Vector3 crs = normal.cross(Vector3(0,0,1)); - real_t crs_l=crs.length(); + Vector3 normal = (rel / rel_l); + Vector3 crs = normal.cross(Vector3(0, 0, 1)); + real_t crs_l = crs.length(); Vector3 z_dir; - if(crs_l<CMP_EPSILON) { + if (crs_l < CMP_EPSILON) { //blahblah parallel - z_dir=Vector3(1,0,0); //any x/y vector ok + z_dir = Vector3(1, 0, 0); //any x/y vector ok } else { - z_dir=crs/crs_l; + z_dir = crs / crs_l; } - real_t dist=z_dir.dot(p_from); + real_t dist = z_dir.dot(p_from); - if (dist>=p_radius) + if (dist >= p_radius) return false; // too far away // convert to 2D - real_t w2=p_radius*p_radius-dist*dist; - if (w2<CMP_EPSILON) + real_t w2 = p_radius * p_radius - dist * dist; + if (w2 < CMP_EPSILON) return false; //avoid numerical error - Size2 size(Math::sqrt(w2),p_height*0.5); - - Vector3 x_dir=z_dir.cross(Vector3(0,0,1)).normalized(); + Size2 size(Math::sqrt(w2), p_height * 0.5); - Vector2 from2D(x_dir.dot(p_from),p_from.z); - Vector2 to2D(x_dir.dot(p_to),p_to.z); + Vector3 x_dir = z_dir.cross(Vector3(0, 0, 1)).normalized(); - real_t min=0,max=1; + Vector2 from2D(x_dir.dot(p_from), p_from.z); + Vector2 to2D(x_dir.dot(p_to), p_to.z); - int axis=-1; + real_t min = 0, max = 1; - for(int i=0;i<2;i++) { + int axis = -1; - real_t seg_from=from2D[i]; - real_t seg_to=to2D[i]; - real_t box_begin=-size[i]; - real_t box_end=size[i]; - real_t cmin,cmax; + for (int i = 0; i < 2; i++) { + real_t seg_from = from2D[i]; + real_t seg_to = to2D[i]; + real_t box_begin = -size[i]; + real_t box_end = size[i]; + real_t cmin, cmax; if (seg_from < seg_to) { if (seg_from > box_end || seg_to < box_begin) return false; - real_t length=seg_to-seg_from; - cmin = (seg_from < box_begin)?((box_begin - seg_from)/length):0; - cmax = (seg_to > box_end)?((box_end - seg_from)/length):1; + real_t length = seg_to - seg_from; + cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0; + cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1; } else { if (seg_to > box_end || seg_from < box_begin) return false; - real_t length=seg_to-seg_from; - cmin = (seg_from > box_end)?(box_end - seg_from)/length:0; - cmax = (seg_to < box_begin)?(box_begin - seg_from)/length:1; + real_t length = seg_to - seg_from; + cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0; + cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1; } if (cmin > min) { min = cmin; - axis=i; + axis = i; } if (cmax < max) max = cmax; @@ -412,254 +401,245 @@ public: return false; } - // convert to 3D again - Vector3 result = p_from + (rel*min); + Vector3 result = p_from + (rel * min); Vector3 res_normal = result; - if (axis==0) { - res_normal.z=0; + if (axis == 0) { + res_normal.z = 0; } else { - res_normal.x=0; - res_normal.y=0; + res_normal.x = 0; + res_normal.y = 0; } - res_normal.normalize(); if (r_res) - *r_res=result; + *r_res = result; if (r_norm) - *r_norm=res_normal; + *r_norm = res_normal; return true; } + static bool segment_intersects_convex(const Vector3 &p_from, const Vector3 &p_to, const Plane *p_planes, int p_plane_count, Vector3 *p_res, Vector3 *p_norm) { - static bool segment_intersects_convex(const Vector3& p_from, const Vector3& p_to,const Plane* p_planes, int p_plane_count,Vector3 *p_res, Vector3 *p_norm) { + real_t min = -1e20, max = 1e20; - real_t min=-1e20,max=1e20; + Vector3 rel = p_to - p_from; + real_t rel_l = rel.length(); - Vector3 rel=p_to-p_from; - real_t rel_l=rel.length(); - - if (rel_l<CMP_EPSILON) + if (rel_l < CMP_EPSILON) return false; - Vector3 dir=rel/rel_l; + Vector3 dir = rel / rel_l; - int min_index=-1; + int min_index = -1; - for (int i=0;i<p_plane_count;i++) { + for (int i = 0; i < p_plane_count; i++) { - const Plane&p=p_planes[i]; + const Plane &p = p_planes[i]; - real_t den=p.normal.dot( dir ); + real_t den = p.normal.dot(dir); //printf("den is %i\n",den); - if (Math::abs(den)<=CMP_EPSILON) + if (Math::abs(den) <= CMP_EPSILON) continue; // ignore parallel plane + real_t dist = -p.distance_to(p_from) / den; - real_t dist=-p.distance_to(p_from ) / den; - - if (den>0) { + if (den > 0) { //backwards facing plane - if (dist<max) - max=dist; + if (dist < max) + max = dist; } else { //front facing plane - if (dist>min) { - min=dist; - min_index=i; + if (dist > min) { + min = dist; + min_index = i; } } } - if (max<=min || min<0 || min>rel_l || min_index==-1) // exit conditions + if (max <= min || min < 0 || min > rel_l || min_index == -1) // exit conditions return false; // no intersection if (p_res) - *p_res=p_from+dir*min; + *p_res = p_from + dir * min; if (p_norm) - *p_norm=p_planes[min_index].normal; + *p_norm = p_planes[min_index].normal; return true; } - static Vector3 get_closest_point_to_segment(const Vector3& p_point, const Vector3 *p_segment) { + static Vector3 get_closest_point_to_segment(const Vector3 &p_point, const Vector3 *p_segment) { - Vector3 p=p_point-p_segment[0]; - Vector3 n=p_segment[1]-p_segment[0]; - real_t l =n.length(); - if (l<1e-10) + Vector3 p = p_point - p_segment[0]; + Vector3 n = p_segment[1] - p_segment[0]; + real_t l = n.length(); + if (l < 1e-10) return p_segment[0]; // both points are the same, just give any - n/=l; + n /= l; - real_t d=n.dot(p); + real_t d = n.dot(p); - if (d<=0.0) + if (d <= 0.0) return p_segment[0]; // before first point - else if (d>=l) + else if (d >= l) return p_segment[1]; // after first point else - return p_segment[0]+n*d; // inside + return p_segment[0] + n * d; // inside } - static Vector3 get_closest_point_to_segment_uncapped(const Vector3& p_point, const Vector3 *p_segment) { + static Vector3 get_closest_point_to_segment_uncapped(const Vector3 &p_point, const Vector3 *p_segment) { - Vector3 p=p_point-p_segment[0]; - Vector3 n=p_segment[1]-p_segment[0]; - real_t l =n.length(); - if (l<1e-10) + Vector3 p = p_point - p_segment[0]; + Vector3 n = p_segment[1] - p_segment[0]; + real_t l = n.length(); + if (l < 1e-10) return p_segment[0]; // both points are the same, just give any - n/=l; + n /= l; - real_t d=n.dot(p); + real_t d = n.dot(p); - return p_segment[0]+n*d; // inside + return p_segment[0] + n * d; // inside } - static Vector2 get_closest_point_to_segment_2d(const Vector2& p_point, const Vector2 *p_segment) { + static Vector2 get_closest_point_to_segment_2d(const Vector2 &p_point, const Vector2 *p_segment) { - Vector2 p=p_point-p_segment[0]; - Vector2 n=p_segment[1]-p_segment[0]; - real_t l =n.length(); - if (l<1e-10) + Vector2 p = p_point - p_segment[0]; + Vector2 n = p_segment[1] - p_segment[0]; + real_t l = n.length(); + if (l < 1e-10) return p_segment[0]; // both points are the same, just give any - n/=l; + n /= l; - real_t d=n.dot(p); + real_t d = n.dot(p); - if (d<=0.0) + if (d <= 0.0) return p_segment[0]; // before first point - else if (d>=l) + else if (d >= l) return p_segment[1]; // after first point else - return p_segment[0]+n*d; // inside + return p_segment[0] + n * d; // inside } - static bool is_point_in_triangle(const Vector2& s, const Vector2& a, const Vector2& b, const Vector2& c) - { - int as_x = s.x-a.x; - int as_y = s.y-a.y; + static bool is_point_in_triangle(const Vector2 &s, const Vector2 &a, const Vector2 &b, const Vector2 &c) { + int as_x = s.x - a.x; + int as_y = s.y - a.y; - bool s_ab = (b.x-a.x)*as_y-(b.y-a.y)*as_x > 0; + bool s_ab = (b.x - a.x) * as_y - (b.y - a.y) * as_x > 0; - if(((c.x-a.x)*as_y-(c.y-a.y)*as_x > 0) == s_ab) return false; + if (((c.x - a.x) * as_y - (c.y - a.y) * as_x > 0) == s_ab) return false; - if(((c.x-b.x)*(s.y-b.y)-(c.y-b.y)*(s.x-b.x) > 0) != s_ab) return false; + if (((c.x - b.x) * (s.y - b.y) - (c.y - b.y) * (s.x - b.x) > 0) != s_ab) return false; - return true; + return true; } - static Vector2 get_closest_point_to_segment_uncapped_2d(const Vector2& p_point, const Vector2 *p_segment) { + static Vector2 get_closest_point_to_segment_uncapped_2d(const Vector2 &p_point, const Vector2 *p_segment) { - Vector2 p=p_point-p_segment[0]; - Vector2 n=p_segment[1]-p_segment[0]; - real_t l =n.length(); - if (l<1e-10) + Vector2 p = p_point - p_segment[0]; + Vector2 n = p_segment[1] - p_segment[0]; + real_t l = n.length(); + if (l < 1e-10) return p_segment[0]; // both points are the same, just give any - n/=l; + n /= l; - real_t d=n.dot(p); + real_t d = n.dot(p); - return p_segment[0]+n*d; // inside + return p_segment[0] + n * d; // inside } - static bool segment_intersects_segment_2d(const Vector2& p_from_a,const Vector2& p_to_a,const Vector2& p_from_b,const Vector2& p_to_b,Vector2* r_result) { + static bool segment_intersects_segment_2d(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b, Vector2 *r_result) { - Vector2 B = p_to_a-p_from_a; - Vector2 C = p_from_b-p_from_a; - Vector2 D = p_to_b-p_from_a; + Vector2 B = p_to_a - p_from_a; + Vector2 C = p_from_b - p_from_a; + Vector2 D = p_to_b - p_from_a; real_t ABlen = B.dot(B); - if (ABlen<=0) + if (ABlen <= 0) return false; - Vector2 Bn = B/ABlen; - C = Vector2( C.x*Bn.x + C.y*Bn.y, C.y*Bn.x - C.x*Bn.y ); - D = Vector2( D.x*Bn.x + D.y*Bn.y, D.y*Bn.x - D.x*Bn.y ); + Vector2 Bn = B / ABlen; + C = Vector2(C.x * Bn.x + C.y * Bn.y, C.y * Bn.x - C.x * Bn.y); + D = Vector2(D.x * Bn.x + D.y * Bn.y, D.y * Bn.x - D.x * Bn.y); - if ((C.y<0 && D.y<0) || (C.y>=0 && D.y>=0)) + if ((C.y < 0 && D.y < 0) || (C.y >= 0 && D.y >= 0)) return false; - real_t ABpos=D.x+(C.x-D.x)*D.y/(D.y-C.y); + real_t ABpos = D.x + (C.x - D.x) * D.y / (D.y - C.y); // Fail if segment C-D crosses line A-B outside of segment A-B. - if (ABpos<0 || ABpos>1.0) + if (ABpos < 0 || ABpos > 1.0) return false; // (4) Apply the discovered position to line A-B in the original coordinate system. if (r_result) - *r_result=p_from_a+B*ABpos; + *r_result = p_from_a + B * ABpos; return true; } + static inline bool point_in_projected_triangle(const Vector3 &p_point, const Vector3 &p_v1, const Vector3 &p_v2, const Vector3 &p_v3) { - static inline bool point_in_projected_triangle(const Vector3& p_point,const Vector3& p_v1,const Vector3& p_v2,const Vector3& p_v3) { - - - Vector3 face_n = (p_v1-p_v3).cross(p_v1-p_v2); + Vector3 face_n = (p_v1 - p_v3).cross(p_v1 - p_v2); - Vector3 n1 = (p_point-p_v3).cross(p_point-p_v2); + Vector3 n1 = (p_point - p_v3).cross(p_point - p_v2); - if (face_n.dot(n1)<0) + if (face_n.dot(n1) < 0) return false; - Vector3 n2 = (p_v1-p_v3).cross(p_v1-p_point); + Vector3 n2 = (p_v1 - p_v3).cross(p_v1 - p_point); - if (face_n.dot(n2)<0) + if (face_n.dot(n2) < 0) return false; - Vector3 n3 = (p_v1-p_point).cross(p_v1-p_v2); + Vector3 n3 = (p_v1 - p_point).cross(p_v1 - p_v2); - if (face_n.dot(n3)<0) + if (face_n.dot(n3) < 0) return false; return true; - } - static inline bool triangle_sphere_intersection_test(const Vector3 *p_triangle,const Vector3& p_normal,const Vector3& p_sphere_pos, real_t p_sphere_radius,Vector3& r_triangle_contact,Vector3& r_sphere_contact) { + static inline bool triangle_sphere_intersection_test(const Vector3 *p_triangle, const Vector3 &p_normal, const Vector3 &p_sphere_pos, real_t p_sphere_radius, Vector3 &r_triangle_contact, Vector3 &r_sphere_contact) { - real_t d=p_normal.dot(p_sphere_pos)-p_normal.dot(p_triangle[0]); + real_t d = p_normal.dot(p_sphere_pos) - p_normal.dot(p_triangle[0]); if (d > p_sphere_radius || d < -p_sphere_radius) // not touching the plane of the face, return return false; - Vector3 contact=p_sphere_pos - (p_normal*d); + Vector3 contact = p_sphere_pos - (p_normal * d); /** 2nd) TEST INSIDE TRIANGLE **/ - - if (Geometry::point_in_projected_triangle(contact,p_triangle[0],p_triangle[1],p_triangle[2])) { - r_triangle_contact=contact; - r_sphere_contact=p_sphere_pos-p_normal*p_sphere_radius; + if (Geometry::point_in_projected_triangle(contact, p_triangle[0], p_triangle[1], p_triangle[2])) { + r_triangle_contact = contact; + r_sphere_contact = p_sphere_pos - p_normal * p_sphere_radius; //printf("solved inside triangle\n"); return true; } /** 3rd TEST INSIDE EDGE CYLINDERS **/ - const Vector3 verts[4]={p_triangle[0],p_triangle[1],p_triangle[2],p_triangle[0]}; // for() friendly + const Vector3 verts[4] = { p_triangle[0], p_triangle[1], p_triangle[2], p_triangle[0] }; // for() friendly - for (int i=0;i<3;i++) { + for (int i = 0; i < 3; i++) { // check edge cylinder - Vector3 n1=verts[i]-verts[i+1]; - Vector3 n2=p_sphere_pos-verts[i+1]; + Vector3 n1 = verts[i] - verts[i + 1]; + Vector3 n2 = p_sphere_pos - verts[i + 1]; ///@TODO i could discard by range here to make the algorithm quicker? dunno.. // check point within cylinder radius - Vector3 axis =n1.cross(n2).cross(n1); + Vector3 axis = n1.cross(n2).cross(n1); axis.normalize(); // ugh - real_t ad=axis.dot(n2); + real_t ad = axis.dot(n2); - if (ABS(ad)>p_sphere_radius) { + if (ABS(ad) > p_sphere_radius) { // no chance with this edge, too far away continue; } @@ -669,34 +649,34 @@ public: real_t sphere_at = n1.dot(n2); - if (sphere_at>=0 && sphere_at<n1.dot(n1)) { + if (sphere_at >= 0 && sphere_at < n1.dot(n1)) { - r_triangle_contact=p_sphere_pos-axis*(axis.dot(n2)); - r_sphere_contact=p_sphere_pos-axis*p_sphere_radius; + r_triangle_contact = p_sphere_pos - axis * (axis.dot(n2)); + r_sphere_contact = p_sphere_pos - axis * p_sphere_radius; // point inside here //printf("solved inside edge\n"); return true; } - real_t r2=p_sphere_radius*p_sphere_radius; + real_t r2 = p_sphere_radius * p_sphere_radius; - if (n2.length_squared()<r2) { + if (n2.length_squared() < r2) { - Vector3 n=(p_sphere_pos-verts[i+1]).normalized(); + Vector3 n = (p_sphere_pos - verts[i + 1]).normalized(); //r_triangle_contact=verts[i+1]+n*p_sphere_radius;p_sphere_pos+axis*(p_sphere_radius-axis.dot(n2)); - r_triangle_contact=verts[i+1]; - r_sphere_contact=p_sphere_pos-n*p_sphere_radius; + r_triangle_contact = verts[i + 1]; + r_sphere_contact = p_sphere_pos - n * p_sphere_radius; //printf("solved inside point segment 1\n"); return true; } - if (n2.distance_squared_to(n1)<r2) { - Vector3 n=(p_sphere_pos-verts[i]).normalized(); + if (n2.distance_squared_to(n1) < r2) { + Vector3 n = (p_sphere_pos - verts[i]).normalized(); //r_triangle_contact=verts[i]+n*p_sphere_radius;p_sphere_pos+axis*(p_sphere_radius-axis.dot(n2)); - r_triangle_contact=verts[i]; - r_sphere_contact=p_sphere_pos-n*p_sphere_radius; + r_triangle_contact = verts[i]; + r_sphere_contact = p_sphere_pos - n * p_sphere_radius; //printf("solved inside point segment 1\n"); return true; } @@ -707,56 +687,51 @@ public: return false; } + static real_t segment_intersects_circle(const Vector2 &p_from, const Vector2 &p_to, const Vector2 &p_circle_pos, real_t p_circle_radius) { + Vector2 line_vec = p_to - p_from; + Vector2 vec_to_line = p_from - p_circle_pos; - static real_t segment_intersects_circle(const Vector2& p_from, const Vector2& p_to, const Vector2& p_circle_pos, real_t p_circle_radius) { - - Vector2 line_vec = p_to - p_from; - Vector2 vec_to_line = p_from - p_circle_pos; - - /* create a quadratic formula of the form ax^2 + bx + c = 0 */ - real_t a, b, c; + /* create a quadratic formula of the form ax^2 + bx + c = 0 */ + real_t a, b, c; - a = line_vec.dot(line_vec); - b = 2 * vec_to_line.dot(line_vec); - c = vec_to_line.dot(vec_to_line) - p_circle_radius * p_circle_radius; + a = line_vec.dot(line_vec); + b = 2 * vec_to_line.dot(line_vec); + c = vec_to_line.dot(vec_to_line) - p_circle_radius * p_circle_radius; - /* solve for t */ - real_t sqrtterm = b*b - 4*a*c; + /* solve for t */ + real_t sqrtterm = b * b - 4 * a * c; - /* if the term we intend to square root is less than 0 then the answer won't be real, so it definitely won't be t in the range 0 to 1 */ - if(sqrtterm < 0) return -1; + /* if the term we intend to square root is less than 0 then the answer won't be real, so it definitely won't be t in the range 0 to 1 */ + if (sqrtterm < 0) return -1; - /* if we can assume that the line segment starts outside the circle (e.g. for continuous time collision detection) then the following can be skipped and we can just return the equivalent of res1 */ - sqrtterm = Math::sqrt(sqrtterm); - real_t res1 = ( -b - sqrtterm ) / (2 * a); - //real_t res2 = ( -b + sqrtterm ) / (2 * a); - - return (res1 >= 0 && res1 <= 1) ? res1 : -1; + /* if we can assume that the line segment starts outside the circle (e.g. for continuous time collision detection) then the following can be skipped and we can just return the equivalent of res1 */ + sqrtterm = Math::sqrt(sqrtterm); + real_t res1 = (-b - sqrtterm) / (2 * a); + //real_t res2 = ( -b + sqrtterm ) / (2 * a); + return (res1 >= 0 && res1 <= 1) ? res1 : -1; } - - - static inline Vector<Vector3> clip_polygon(const Vector<Vector3>& polygon,const Plane& p_plane) { + static inline Vector<Vector3> clip_polygon(const Vector<Vector3> &polygon, const Plane &p_plane) { enum LocationCache { - LOC_INSIDE=1, - LOC_BOUNDARY=0, - LOC_OUTSIDE=-1 + LOC_INSIDE = 1, + LOC_BOUNDARY = 0, + LOC_OUTSIDE = -1 }; - if (polygon.size()==0) + if (polygon.size() == 0) return polygon; - int *location_cache = (int*)alloca(sizeof(int)*polygon.size()); + int *location_cache = (int *)alloca(sizeof(int) * polygon.size()); int inside_count = 0; int outside_count = 0; for (int a = 0; a < polygon.size(); a++) { //real_t p_plane.d = (*this) * polygon[a]; real_t dist = p_plane.distance_to(polygon[a]); - if (dist <-CMP_POINT_IN_PLANE_EPSILON) { + if (dist < -CMP_POINT_IN_PLANE_EPSILON) { location_cache[a] = LOC_INSIDE; inside_count++; } else { @@ -785,24 +760,24 @@ public: int loc = location_cache[index]; if (loc == LOC_OUTSIDE) { if (location_cache[previous] == LOC_INSIDE) { - const Vector3& v1 = polygon[previous]; - const Vector3& v2 = polygon[index]; - - Vector3 segment= v1 - v2; - real_t den=p_plane.normal.dot( segment ); - real_t dist=p_plane.distance_to( v1 ) / den; - dist=-dist; - clipped.push_back( v1 + segment * dist ); + const Vector3 &v1 = polygon[previous]; + const Vector3 &v2 = polygon[index]; + + Vector3 segment = v1 - v2; + real_t den = p_plane.normal.dot(segment); + real_t dist = p_plane.distance_to(v1) / den; + dist = -dist; + clipped.push_back(v1 + segment * dist); } } else { - const Vector3& v1 = polygon[index]; + const Vector3 &v1 = polygon[index]; if ((loc == LOC_INSIDE) && (location_cache[previous] == LOC_OUTSIDE)) { - const Vector3& v2 = polygon[previous]; - Vector3 segment= v1 - v2; - real_t den=p_plane.normal.dot( segment ); - real_t dist=p_plane.distance_to( v1 ) / den; - dist=-dist; - clipped.push_back( v1 + segment * dist ); + const Vector3 &v2 = polygon[previous]; + Vector3 segment = v1 - v2; + real_t den = p_plane.normal.dot(segment); + real_t dist = p_plane.distance_to(v1) / den; + dist = -dist; + clipped.push_back(v1 + segment * dist); } clipped.push_back(v1); @@ -814,30 +789,26 @@ public: return clipped; } - - static Vector<int> triangulate_polygon(const Vector<Vector2>& p_polygon) { + static Vector<int> triangulate_polygon(const Vector<Vector2> &p_polygon) { Vector<int> triangles; - if (!Triangulate::triangulate(p_polygon,triangles)) + if (!Triangulate::triangulate(p_polygon, triangles)) return Vector<int>(); //fail return triangles; } - static Vector< Vector<Vector2> > (*_decompose_func)(const Vector<Vector2>& p_polygon); - static Vector< Vector<Vector2> > decompose_polygon(const Vector<Vector2>& p_polygon) { + static Vector<Vector<Vector2> > (*_decompose_func)(const Vector<Vector2> &p_polygon); + static Vector<Vector<Vector2> > decompose_polygon(const Vector<Vector2> &p_polygon) { if (_decompose_func) return _decompose_func(p_polygon); - return Vector< Vector<Vector2> >(); - + return Vector<Vector<Vector2> >(); } + static PoolVector<PoolVector<Face3> > separate_objects(PoolVector<Face3> p_array); - static PoolVector< PoolVector< Face3 > > separate_objects( PoolVector< Face3 > p_array ); - - static PoolVector< Face3 > wrap_geometry( PoolVector< Face3 > p_array, real_t *p_error=NULL ); ///< create a "wrap" that encloses the given geometry - + static PoolVector<Face3> wrap_geometry(PoolVector<Face3> p_array, real_t *p_error = NULL); ///< create a "wrap" that encloses the given geometry struct MeshData { @@ -850,94 +821,89 @@ public: struct Edge { - int a,b; + int a, b; }; Vector<Edge> edges; - Vector< Vector3 > vertices; + Vector<Vector3> vertices; void optimize_vertices(); }; + _FORCE_INLINE_ static int get_uv84_normal_bit(const Vector3 &p_vector) { + int lat = Math::fast_ftoi(Math::floor(Math::acos(p_vector.dot(Vector3(0, 1, 0))) * 4.0 / Math_PI + 0.5)); - _FORCE_INLINE_ static int get_uv84_normal_bit(const Vector3& p_vector) { - - int lat = Math::fast_ftoi(Math::floor(Math::acos(p_vector.dot(Vector3(0,1,0)))*4.0/Math_PI+0.5)); - - if (lat==0) { + if (lat == 0) { return 24; - } else if (lat==4) { + } else if (lat == 4) { return 25; } - int lon = Math::fast_ftoi(Math::floor( (Math_PI+Math::atan2(p_vector.x,p_vector.z))*8.0/(Math_PI*2.0) + 0.5))%8; + int lon = Math::fast_ftoi(Math::floor((Math_PI + Math::atan2(p_vector.x, p_vector.z)) * 8.0 / (Math_PI * 2.0) + 0.5)) % 8; - return lon+(lat-1)*8; + return lon + (lat - 1) * 8; } _FORCE_INLINE_ static int get_uv84_normal_bit_neighbors(int p_idx) { - if (p_idx==24) { - return 1|2|4|8; - } else if (p_idx==25) { - return (1<<23)|(1<<22)|(1<<21)|(1<<20); + if (p_idx == 24) { + return 1 | 2 | 4 | 8; + } else if (p_idx == 25) { + return (1 << 23) | (1 << 22) | (1 << 21) | (1 << 20); } else { int ret = 0; - if ((p_idx%8) == 0) - ret|=(1<<(p_idx+7)); + if ((p_idx % 8) == 0) + ret |= (1 << (p_idx + 7)); else - ret|=(1<<(p_idx-1)); - if ((p_idx%8) == 7) - ret|=(1<<(p_idx-7)); + ret |= (1 << (p_idx - 1)); + if ((p_idx % 8) == 7) + ret |= (1 << (p_idx - 7)); else - ret|=(1<<(p_idx+1)); + ret |= (1 << (p_idx + 1)); - int mask = ret|(1<<p_idx); - if (p_idx<8) - ret|=24; + int mask = ret | (1 << p_idx); + if (p_idx < 8) + ret |= 24; else - ret|=mask>>8; + ret |= mask >> 8; - if (p_idx>=16) - ret|=25; + if (p_idx >= 16) + ret |= 25; else - ret|=mask<<8; + ret |= mask << 8; return ret; } - } - - static real_t vec2_cross(const Point2 &O, const Point2 &A, const Point2 &B) - { + static real_t vec2_cross(const Point2 &O, const Point2 &A, const Point2 &B) { return (real_t)(A.x - O.x) * (B.y - O.y) - (real_t)(A.y - O.y) * (B.x - O.x); } // Returns a list of points on the convex hull in counter-clockwise order. // Note: the last point in the returned list is the same as the first one. - static Vector<Point2> convex_hull_2d(Vector<Point2> P) - { + static Vector<Point2> convex_hull_2d(Vector<Point2> P) { int n = P.size(), k = 0; Vector<Point2> H; - H.resize(2*n); + H.resize(2 * n); // Sort points lexicographically P.sort(); - // Build lower hull for (int i = 0; i < n; ++i) { - while (k >= 2 && vec2_cross(H[k-2], H[k-1], P[i]) <= 0) k--; + while (k >= 2 && vec2_cross(H[k - 2], H[k - 1], P[i]) <= 0) + k--; H[k++] = P[i]; } // Build upper hull - for (int i = n-2, t = k+1; i >= 0; i--) { - while (k >= t && vec2_cross(H[k-2], H[k-1], P[i]) <= 0) k--; + for (int i = n - 2, t = k + 1; i >= 0; i--) { + while (k >= t && vec2_cross(H[k - 2], H[k - 1], P[i]) <= 0) + k--; H[k++] = P[i]; } @@ -946,16 +912,12 @@ public: } static MeshData build_convex_mesh(const PoolVector<Plane> &p_planes); - static PoolVector<Plane> build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis=Vector3::AXIS_Z); - static PoolVector<Plane> build_box_planes(const Vector3& p_extents); - static PoolVector<Plane> build_cylinder_planes(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis=Vector3::AXIS_Z); - static PoolVector<Plane> build_capsule_planes(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis=Vector3::AXIS_Z); - - static void make_atlas(const Vector<Size2i>& p_rects,Vector<Point2i>& r_result, Size2i& r_size); - + static PoolVector<Plane> build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis = Vector3::AXIS_Z); + static PoolVector<Plane> build_box_planes(const Vector3 &p_extents); + static PoolVector<Plane> build_cylinder_planes(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis = Vector3::AXIS_Z); + static PoolVector<Plane> build_capsule_planes(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis = Vector3::AXIS_Z); + static void make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_result, Size2i &r_size); }; - - #endif |