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330 lines
9.7 KiB
330 lines
9.7 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#include "hsTypes.h" |
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#include "hsGeometry3.h" |
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#include "plTriUtils.h" |
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static const hsScalar kAlmostZero = 1.e-5f; |
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static const hsScalar kPastZero = -kAlmostZero; |
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static const hsScalar kPastOne = 1.f + kAlmostZero; |
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static const hsScalar kAlmostOne = 1.f - kAlmostZero; |
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static const hsScalar kAlmostZeroSquared = kAlmostZero*kAlmostZero; |
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static inline hsVector3 Cross(const hsScalarTriple& p0, const hsScalarTriple& p1) |
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{ |
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return hsVector3(p0.fY * p1.fZ - p0.fZ * p1.fY, |
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p0.fZ * p1.fX - p0.fX * p1.fZ, |
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p0.fX * p1.fY - p0.fY * p1.fX); |
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} |
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// There's actually a possibly faster way to do all this. |
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// The barycentric coordinate in 3-space is the same as the barycentric coordinate of the projection |
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// in 2-space, as long as the projection doesn't degenerate the triangle (i.e. project the tri onto |
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// a plane perpindicular to the tri). The tri can't be perpindicular to all three major axes, so by |
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// picking the right one (or just not picking the wrong one), the lengths of the cross products becomes |
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// just the z component (e.g. v0.x*v1.y - v0.y*v1.x), so all the square roots go away (not to mention all |
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// the vector math going from 3 component to 2). |
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plTriUtils::Bary plTriUtils::ComputeBarycentricProjection(const hsPoint3& p0, const hsPoint3& p1, const hsPoint3& p2, hsPoint3&p, hsPoint3& out) |
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{ |
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hsVector3 v12(&p1, &p2); |
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hsVector3 v02(&p0, &p2); |
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hsVector3 norm = Cross(v12, v02); |
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hsScalar invLenSq12 = norm.MagnitudeSquared(); |
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if( invLenSq12 < kAlmostZero ) |
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return kDegenerateTri; // degenerate triangle |
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invLenSq12 = 1.f / invLenSq12; |
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p += norm * (hsVector3(&p2, &p).InnerProduct(norm) * invLenSq12); |
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hsVector3 vp2(&p, &p2); |
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hsVector3 v0 = Cross(v12, vp2); |
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hsVector3 v1 = Cross(vp2, v02); |
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return IComputeBarycentric(norm, invLenSq12, v0, v1, out); |
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} |
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plTriUtils::Bary plTriUtils::ComputeBarycentric(const hsPoint3& p0, const hsPoint3& p1, const hsPoint3& p2, const hsPoint3&p, hsPoint3& out) |
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{ |
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hsVector3 v12(&p1, &p2); |
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hsVector3 v02(&p0, &p2); |
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hsVector3 norm = Cross(v12, v02); |
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hsScalar invLenSq12 = norm.MagnitudeSquared(); |
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if( invLenSq12 < kAlmostZero ) |
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return kDegenerateTri; // degenerate triangle |
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invLenSq12 = 1.f / invLenSq12; |
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hsVector3 vp2(&p, &p2); |
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hsVector3 v0 = Cross(v12, vp2); |
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hsVector3 v1 = Cross(vp2, v02); |
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return IComputeBarycentric(norm, invLenSq12, v0, v1, out); |
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} |
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plTriUtils::Bary plTriUtils::IComputeBarycentric(const hsVector3& v12, hsScalar invLenSq12, const hsVector3& v0, const hsVector3& v1, hsPoint3& out) |
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{ |
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UInt32 state = 0; |
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hsScalar lenSq0 = v0.MagnitudeSquared(); |
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if( lenSq0 < kAlmostZeroSquared ) |
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{ |
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// On edge p1-p2; |
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out[0] = 0; |
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state |= kOnEdge12; |
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} |
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else |
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{ |
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out[0] = lenSq0 * invLenSq12; |
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out[0] = hsSquareRoot(out[0]); |
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// |
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if( v0.InnerProduct(v12) < 0 ) |
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{ |
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out[0] = -out[0]; |
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state |= kOutsideTri; |
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} |
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else if( out[0] > kPastOne ) |
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state |= kOutsideTri; |
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else if( out[0] > kAlmostOne ) |
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state |= kOnVertex0; |
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} |
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hsScalar lenSq1 = v1.MagnitudeSquared(); |
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if( lenSq1 < kAlmostZeroSquared ) |
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{ |
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// On edge p0-p2 |
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out[1] = 0; |
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state |= kOnEdge02; |
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} |
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else |
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{ |
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out[1] = lenSq1 * invLenSq12; |
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out[1] = hsSquareRoot(out[1]); |
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if( v1.InnerProduct(v12) < 0 ) |
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{ |
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out[1] = -out[1]; |
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state |= kOutsideTri; |
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} |
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else if( out[1] > kPastOne ) |
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state |= kOutsideTri; |
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else if( out[1] > kAlmostOne ) |
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state |= kOnVertex1; |
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} |
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// Could make more robust against precision problems |
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// by repeating above for out[2], then normalizing |
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// so sum(out[i]) = 1.f |
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out[2] = 1.f - out[0] - out[1]; |
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if( out[2] < kPastZero ) |
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state |= kOutsideTri; |
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else if( out[2] < kAlmostZero ) |
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state |= kOnEdge01; |
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else if( out[2] > kAlmostOne ) |
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state |= kOnVertex2; |
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/* |
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if( a,b,c outside range [0..1] ) |
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p is outside tri; |
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else if( a,b,c == 1 ) |
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p is on vert; |
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else if( a,b,c == 0 ) |
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p is on edge; |
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*/ |
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if( state & kOutsideTri ) |
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return kOutsideTri; |
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if( state & kOnVertex ) |
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return Bary(state & kOnVertex); |
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if( state & kOnEdge ) |
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return Bary(state & kOnEdge); |
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return kInsideTri; |
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} |
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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int plTriUtils::ISelectAxis(const hsVector3& norm) |
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{ |
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int retVal = -2; |
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hsScalar maxDim = 0; |
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int i; |
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for( i = 0; i < 3; i++ ) |
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{ |
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if( norm[i] > maxDim ) |
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{ |
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maxDim = norm[i]; |
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retVal = i; |
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} |
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else if( -norm[i] > maxDim ) |
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{ |
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maxDim = -norm[i]; |
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retVal = i; |
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} |
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} |
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return retVal; |
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} |
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hsBool plTriUtils::IFastBarycentric(int iAx, const hsPoint3& p0, const hsPoint3& p1, const hsPoint3& p2, const hsPoint3&p, hsPoint3& out) |
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{ |
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if( --iAx < 0 ) |
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iAx = 2; |
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int jAx = iAx - 1; |
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if( jAx < 0 ) |
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jAx = 2; |
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hsVector3 v02(&p0, &p2); |
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hsVector3 v12(&p1, &p2); |
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hsScalar totArea = v02[iAx] * v12[jAx] - v02[jAx] * v12[iAx]; |
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hsAssert(totArea != 0, "Should have already filtered degerate tris and degenerate projection"); |
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hsScalar invTotArea = 1.f / totArea; |
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hsVector3 vp2(&p, &p2); |
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hsScalar aArea = vp2[iAx] * v12[jAx] - vp2[jAx] * v12[iAx]; |
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hsScalar bArea = v02[iAx] * vp2[jAx] - v02[jAx] * vp2[iAx]; |
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out[0] = aArea * invTotArea; |
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out[1] = bArea * invTotArea; |
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out[2] = 1.f - out[0] - out[1]; |
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return true; |
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} |
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hsBool plTriUtils::FastBarycentricProjection(const hsPoint3& p0, const hsPoint3& p1, const hsPoint3& p2, hsPoint3&p, hsPoint3& out) |
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{ |
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hsVector3 v02(&p0, &p2); |
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hsVector3 v12(&p1, &p2); |
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hsVector3 norm = Cross(v12, v02); |
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hsScalar invLenSq12 = norm.MagnitudeSquared(); |
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if( invLenSq12 < kAlmostZero ) |
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return false; // degenerate triangle |
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invLenSq12 = 1.f / invLenSq12; |
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hsVector3 del(&p0, &p); |
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hsScalar delDotNormOverLenSq = del.InnerProduct(norm) * invLenSq12; |
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p += norm * delDotNormOverLenSq; |
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int iAx = ISelectAxis(norm); |
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hsAssert(iAx >= 0, "Should have already picked out degenerate tris"); |
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return IFastBarycentric(iAx, p0, p1, p2, p, out); |
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} |
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hsBool plTriUtils::FastBarycentric(const hsPoint3& p0, const hsPoint3& p1, const hsPoint3& p2, const hsPoint3&p, hsPoint3& out) |
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{ |
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hsVector3 v02(&p0, &p2); |
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hsVector3 v12(&p1, &p2); |
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int iAx = ISelectAxis(Cross(v12, v02)); |
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if( iAx < 0 ) |
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return false; |
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return IFastBarycentric(iAx, p0, p1, p2, p, out); |
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} |
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////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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hsBool plTriUtils::ProjectOntoPlane(const hsVector3& norm, hsScalar dist, hsPoint3& p) |
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{ |
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hsScalar normMagSq = norm.MagnitudeSquared(); |
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if( normMagSq > kAlmostZero ) |
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{ |
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dist /= normMagSq; |
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p += norm * dist; |
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return true; |
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} |
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return false; |
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} |
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hsBool plTriUtils::ProjectOntoPlane(const hsPoint3& p0, const hsPoint3& p1, const hsPoint3& p2, hsPoint3& p) |
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{ |
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hsVector3 v02(&p0, &p2); |
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hsVector3 v12(&p1, &p2); |
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hsVector3 norm = v12 % v02; |
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hsScalar dist = norm.InnerProduct(p0 - p); |
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return ProjectOntoPlane(norm, dist, p); |
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} |
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hsBool plTriUtils::ProjectOntoPlaneAlongVector(const hsVector3& norm, hsScalar dist, const hsVector3& vec, hsPoint3& p) |
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{ |
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hsScalar s = norm.InnerProduct(vec); |
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const hsScalar kAlmostZero = 1.e-5f; |
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if( (s > kAlmostZero)||(s < kPastZero) ) |
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{ |
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dist /= s; |
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p += vec * dist; |
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return true; |
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} |
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return false; |
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} |
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hsBool plTriUtils::ProjectOntoPlaneAlongVector(const hsPoint3& p0, const hsPoint3& p1, const hsPoint3& p2, const hsVector3& vec, hsPoint3& p) |
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{ |
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hsVector3 v02(&p0, &p2); |
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hsVector3 v12(&p1, &p2); |
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hsVector3 norm = v12 % v02; |
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hsScalar dist = norm.InnerProduct(p0 - p); |
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return ProjectOntoPlaneAlongVector(norm, dist, vec, p); |
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} |