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- /*************************************************************************/
- /* face3.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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. */
- /*************************************************************************/
- #ifndef FACE3_H
- #define FACE3_H
- #include "vector3.h"
- #include "plane.h"
- #include "aabb.h"
- #include "transform.h"
- class Face3 {
- public:
- enum Side {
- SIDE_OVER,
- SIDE_UNDER,
- SIDE_SPANNING,
- SIDE_COPLANAR
- };
- 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
- * @param p_is_point_over array of at least 3 booleans, determining which face is over the plane, amount used in functio return
- * @param _epsilon constant used for numerical error rounding, to add "thickness" to the plane (so coplanar points can happen)
- * @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;
- 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;
- bool is_degenerate() const;
- real_t get_area() 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;
- 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,float& r_min, float& r_max) const;
-
- AABB get_aabb() const {
- AABB aabb( vertex[0], Vector3() );
- aabb.expand_to( vertex[1] );
- aabb.expand_to( vertex[2] );
- return aabb;
- }
- bool intersects_aabb(const AABB& p_aabb) const;
- _FORCE_INLINE_ bool intersects_aabb2(const AABB& 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; }
- };
- bool Face3::intersects_aabb2(const AABB& p_aabb) const {
- 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
- );
- float d = perp.dot(vertex[0]);
- float dist_a = perp.dot(ofs+sup)-d;
- float dist_b = perp.dot(ofs-sup)-d;
- if (dist_a*dist_b > 0)
- return false; //does not intersect the plane
- #define TEST_AXIS(m_ax)\
- {\
- float aabb_min=p_aabb.pos.m_ax;\
- float aabb_max=p_aabb.pos.m_ax+p_aabb.size.m_ax;\
- float 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);
- TEST_AXIS(y);
- TEST_AXIS(z);
- #undef TEST_AXIS
- Vector3 edge_norms[3]={
- vertex[0]-vertex[1],
- vertex[1]-vertex[2],
- vertex[2]-vertex[0],
- };
- for (int i=0;i<12;i++) {
- Vector3 from,to;
- switch(i) {
- 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 );
- } break;
- 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 );
- } 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 );
- } break;
- 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 );
- } break;
- 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 );
- } break;
- 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 );
- } 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 );
- } break;
- 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 );
- } break;
- 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 );
- } break;
- 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 );
- } break;
- 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 );
- } break;
- 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 );
- } break;
- }
- Vector3 e1=from-to;
- for (int j=0;j<3;j++) {
- Vector3 e2=edge_norms[j];
- Vector3 axis=vec3_cross( e1, e2 );
- 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
- );
- float maxB = axis.dot(ofs+sup2);
- float minB = axis.dot(ofs-sup2);
- if (minB>maxB) {
- SWAP(maxB,minB);
- }
- float minT=1e20,maxT=-1e20;
- for (int k=0;k<3;k++) {
- float d=axis.dot(vertex[k]);
- if (d > maxT)
- maxT=d;
- if (d < minT)
- minT=d;
- }
- if (maxB<minT || maxT<minB)
- return false;
- }
- }
- return true;
- }
- #endif // FACE3_H
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