| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247 | //-----------------------------------------------------------------------------// Copyright (c) 2012 GarageGames, LLC//// 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.//-----------------------------------------------------------------------------#include "platform/platform.h"#include "math/mPolyhedron.h"#include "platform/typetraits.h"//-----------------------------------------------------------------------------void PolyhedronVectorData::buildFromPlanes( const PlaneSetF& planes ){   const U32 numSourcePlanes = planes.getNumPlanes();   // Go through the planes and create edges by   // intersecting the various planes.   for( U32 i = 0; i < numSourcePlanes; ++ i )   {      const PlaneF& currentPlane = planes.getPlanes()[ i ];      bool haveEdges = false;      for( U32 n = 0; n < numSourcePlanes; ++ n )      {         if( n == i )            continue;         const PlaneF& intersectPlane = planes.getPlanes()[ n ];         Point3F start;         Point3F dir;         // Intersect the two planes.         if( !currentPlane.intersect( intersectPlane, start, dir ) )            continue;         // Absolutely make sure our direction vector is normalized.         dir.normalize();         // Find the two vertices on the line that are still         // inside the polyhedron by clipping against the other         // planes in the set.         F32 minDist = TypeTraits< F32 >::MAX;         F32 maxDist = TypeTraits< F32 >::MIN;         Point3F v1;         Point3F v2;         Point3F end = start + dir;         for( U32 j = 0; j < numSourcePlanes; j ++ )         {            // Skip if current or intersect plane.            if( j == n || j == i )               continue;            const PlaneF& clipPlane = planes.getPlanes()[ j ];            // Compute the distance at which the plane intersects            // the line.  Skip if parallel.            F32 dist = clipPlane.intersect( start, end );            if( mIsEqual( dist, PARALLEL_PLANE ) )               continue;            // See if the resulting vertex is even inside the planes.            // Skip if not.            Point3F vertex = start + dir * dist;            bool isContained = true;            for( U32 nplane = 0; nplane < numSourcePlanes; ++ nplane )            {               // Skip all planes that we used to construct this vertex.               if( nplane == j || nplane == n || nplane == i )                  continue;               if( planes.getPlanes()[ nplane ].whichSide( vertex ) == PlaneF::Back )               {                  isContained = false;                  break;               }            }            if( !isContained )               continue;            // Keep track of min and max distance.            if( mIsEqual( dist, minDist ) || mIsEqual( dist, maxDist ) )               continue;            else if( dist < minDist )            {               if( minDist != TypeTraits< F32 >::MAX && maxDist == TypeTraits< F32 >::MIN )               {                  maxDist = minDist;                  v2 = v1;               }               minDist = dist;               v1 = vertex;            }            else if( dist > maxDist )            {               maxDist = dist;               v2 = vertex;            }         }         // Skip plane pair if there's no properly formed edge.         if( minDist == TypeTraits< F32 >::MAX || maxDist == TypeTraits< F32 >::MIN || mIsEqual( minDist, maxDist ) )            continue;         // See if vertex 1 already exists.         S32 v1index = -1;         bool v1Existed = false;         for( U32 nvert = 0; nvert < mPointList.size(); ++ nvert )            if(mPointList[ nvert ].equal( v1, 0.001f ) )            {               v1index = nvert;               v1Existed = true;               break;            }         // See if vertex 2 already exists.         S32 v2index = -1;         bool v2Existed = false;         for( U32 nvert = 0; nvert < mPointList.size(); ++ nvert )            if(mPointList[ nvert ].equal( v2, 0.001f ) )            {               v2index = nvert;               v2Existed = true;               break;            }         // Add vertex 1, if necessary.         if( !v1Existed )         {            v1index = mPointList.size();			mPointList.push_back( v1 );         }         // Add vertex 2, if necessary.         if( !v2Existed )         {            v2index = mPointList.size();			mPointList.push_back( v2 );         }         // If both v1 and v2 already existed in the point         // set, this must be an edge that we are sharing so try         // to find it.         const U32 thisPlaneIndex = mPlaneList.size();         bool foundExistingEdge = false;         if( v1Existed && v2Existed )         {            for( U32 nedge = 0; nedge < mEdgeList.size(); ++ nedge )            {               Edge& edge = mEdgeList[ nedge ];               if( ( edge.vertex[ 0 ] == v1index && edge.vertex[ 1 ] == v2index ) ||                   ( edge.vertex[ 0 ] == v2index && edge.vertex[ 1 ] == v1index ) )               {                  edge.face[ 1 ] = thisPlaneIndex;                  foundExistingEdge = true;                  break;               }            }         }         // Otherwise, add a new edge.         if( !foundExistingEdge )         {            bool invert = false;            // We need to make sure to maintain CW ordering on face[0],            // so test to see if we need to go v1->v2 or v2->v1.            Point3F normal = mCross( currentPlane, v2 - v1 );            Point3F testPoint = v1 + normal;            for( U32 nplane = 0; nplane < numSourcePlanes; ++ nplane )            {               if( nplane == i )                  continue;               if( planes.getPlanes()[ nplane ].whichSide( testPoint ) == PlaneF::Back )               {                  invert = true;                  break;               }            }            if( !invert )            {				mEdgeList.push_back(                  Edge( thisPlaneIndex, 0, v1index, v2index )               );            }            else            {				mEdgeList.push_back(                  Edge( thisPlaneIndex, 0, v2index, v1index )               );            }         }         // This plane has edges.         haveEdges = true;      }      // If this plane produced edges, add it.      if( haveEdges )         mPlaneList.push_back( currentPlane );   }}
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