// // Copyright (c) 2008-2017 the Urho3D project. // // 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 "../Precompiled.h" #include "../Math/Frustum.h" #include "../Math/Polyhedron.h" #include "../DebugNew.h" #ifdef _MSC_VER #pragma warning(disable:6293) #endif namespace Atomic { Polyhedron::~Polyhedron() { } void Polyhedron::Define(const BoundingBox& box) { Vector3 vertices[8]; vertices[0] = box.min_; vertices[1] = Vector3(box.max_.x_, box.min_.y_, box.min_.z_); vertices[2] = Vector3(box.min_.x_, box.max_.y_, box.min_.z_); vertices[3] = Vector3(box.max_.x_, box.max_.y_, box.min_.z_); vertices[4] = Vector3(box.min_.x_, box.min_.y_, box.max_.z_); vertices[5] = Vector3(box.max_.x_, box.min_.y_, box.max_.z_); vertices[6] = Vector3(box.min_.x_, box.max_.y_, box.max_.z_); vertices[7] = box.max_; faces_.Resize(6); SetFace(0, vertices[3], vertices[7], vertices[5], vertices[1]); SetFace(1, vertices[6], vertices[2], vertices[0], vertices[4]); SetFace(2, vertices[6], vertices[7], vertices[3], vertices[2]); SetFace(3, vertices[1], vertices[5], vertices[4], vertices[0]); SetFace(4, vertices[7], vertices[6], vertices[4], vertices[5]); SetFace(5, vertices[2], vertices[3], vertices[1], vertices[0]); } void Polyhedron::Define(const Frustum& frustum) { const Vector3* vertices = frustum.vertices_; faces_.Resize(6); SetFace(0, vertices[0], vertices[4], vertices[5], vertices[1]); SetFace(1, vertices[7], vertices[3], vertices[2], vertices[6]); SetFace(2, vertices[7], vertices[4], vertices[0], vertices[3]); SetFace(3, vertices[1], vertices[5], vertices[6], vertices[2]); SetFace(4, vertices[4], vertices[7], vertices[6], vertices[5]); SetFace(5, vertices[3], vertices[0], vertices[1], vertices[2]); } void Polyhedron::AddFace(const Vector3& v0, const Vector3& v1, const Vector3& v2) { faces_.Resize(faces_.Size() + 1); PODVector& face = faces_[faces_.Size() - 1]; face.Resize(3); face[0] = v0; face[1] = v1; face[2] = v2; } void Polyhedron::AddFace(const Vector3& v0, const Vector3& v1, const Vector3& v2, const Vector3& v3) { faces_.Resize(faces_.Size() + 1); PODVector& face = faces_[faces_.Size() - 1]; face.Resize(4); face[0] = v0; face[1] = v1; face[2] = v2; face[3] = v3; } void Polyhedron::AddFace(const PODVector& face) { faces_.Push(face); } void Polyhedron::Clip(const Plane& plane) { clippedVertices_.Clear(); for (unsigned i = 0; i < faces_.Size(); ++i) { PODVector& face = faces_[i]; Vector3 lastVertex; float lastDistance = 0.0f; outFace_.Clear(); for (unsigned j = 0; j < face.Size(); ++j) { float distance = plane.Distance(face[j]); if (distance >= 0.0f) { if (lastDistance < 0.0f) { float t = lastDistance / (lastDistance - distance); Vector3 clippedVertex = lastVertex + t * (face[j] - lastVertex); outFace_.Push(clippedVertex); clippedVertices_.Push(clippedVertex); } outFace_.Push(face[j]); } else { if (lastDistance >= 0.0f && j != 0) { float t = lastDistance / (lastDistance - distance); Vector3 clippedVertex = lastVertex + t * (face[j] - lastVertex); outFace_.Push(clippedVertex); clippedVertices_.Push(clippedVertex); } } lastVertex = face[j]; lastDistance = distance; } // Recheck the distances of the last and first vertices and add the final clipped vertex if applicable float distance = plane.Distance(face[0]); if ((lastDistance < 0.0f && distance >= 0.0f) || (lastDistance >= 0.0f && distance < 0.0f)) { float t = lastDistance / (lastDistance - distance); Vector3 clippedVertex = lastVertex + t * (face[0] - lastVertex); outFace_.Push(clippedVertex); clippedVertices_.Push(clippedVertex); } // Do not keep faces which are less than triangles if (outFace_.Size() < 3) outFace_.Clear(); face = outFace_; } // Remove empty faces for (unsigned i = faces_.Size() - 1; i < faces_.Size(); --i) { if (faces_[i].Empty()) faces_.Erase(i); } // Create a new face from the clipped vertices. First remove duplicates for (unsigned i = 0; i < clippedVertices_.Size(); ++i) { for (unsigned j = clippedVertices_.Size() - 1; j > i; --j) { if (clippedVertices_[j].Equals(clippedVertices_[i])) clippedVertices_.Erase(j); } } if (clippedVertices_.Size() > 3) { outFace_.Clear(); // Start with the first vertex outFace_.Push(clippedVertices_.Front()); clippedVertices_.Erase(0); while (!clippedVertices_.Empty()) { // Then add the vertex which is closest to the last added const Vector3& lastAdded = outFace_.Back(); float bestDistance = M_INFINITY; unsigned bestIndex = 0; for (unsigned i = 0; i < clippedVertices_.Size(); ++i) { float distance = (clippedVertices_[i] - lastAdded).LengthSquared(); if (distance < bestDistance) { bestDistance = distance; bestIndex = i; } } outFace_.Push(clippedVertices_[bestIndex]); clippedVertices_.Erase(bestIndex); } faces_.Push(outFace_); } } void Polyhedron::Clip(const Frustum& frustum) { for (unsigned i = 0; i < NUM_FRUSTUM_PLANES; ++i) Clip(frustum.planes_[i]); } void Polyhedron::Clip(const BoundingBox& box) { Vector3 vertices[8]; vertices[0] = box.min_; vertices[1] = Vector3(box.max_.x_, box.min_.y_, box.min_.z_); vertices[2] = Vector3(box.min_.x_, box.max_.y_, box.min_.z_); vertices[3] = Vector3(box.max_.x_, box.max_.y_, box.min_.z_); vertices[4] = Vector3(box.min_.x_, box.min_.y_, box.max_.z_); vertices[5] = Vector3(box.max_.x_, box.min_.y_, box.max_.z_); vertices[6] = Vector3(box.min_.x_, box.max_.y_, box.max_.z_); vertices[7] = box.max_; Clip(Plane(vertices[5], vertices[7], vertices[3])); Clip(Plane(vertices[0], vertices[2], vertices[6])); Clip(Plane(vertices[3], vertices[7], vertices[6])); Clip(Plane(vertices[4], vertices[5], vertices[1])); Clip(Plane(vertices[4], vertices[6], vertices[7])); Clip(Plane(vertices[1], vertices[3], vertices[2])); } void Polyhedron::Clear() { faces_.Clear(); } void Polyhedron::Transform(const Matrix3& transform) { for (unsigned i = 0; i < faces_.Size(); ++i) { PODVector& face = faces_[i]; for (unsigned j = 0; j < face.Size(); ++j) face[j] = transform * face[j]; } } void Polyhedron::Transform(const Matrix3x4& transform) { for (unsigned i = 0; i < faces_.Size(); ++i) { PODVector& face = faces_[i]; for (unsigned j = 0; j < face.Size(); ++j) face[j] = transform * face[j]; } } Polyhedron Polyhedron::Transformed(const Matrix3& transform) const { Polyhedron ret; ret.faces_.Resize(faces_.Size()); for (unsigned i = 0; i < faces_.Size(); ++i) { const PODVector& face = faces_[i]; PODVector& newFace = ret.faces_[i]; newFace.Resize(face.Size()); for (unsigned j = 0; j < face.Size(); ++j) newFace[j] = transform * face[j]; } return ret; } Polyhedron Polyhedron::Transformed(const Matrix3x4& transform) const { Polyhedron ret; ret.faces_.Resize(faces_.Size()); for (unsigned i = 0; i < faces_.Size(); ++i) { const PODVector& face = faces_[i]; PODVector& newFace = ret.faces_[i]; newFace.Resize(face.Size()); for (unsigned j = 0; j < face.Size(); ++j) newFace[j] = transform * face[j]; } return ret; } void Polyhedron::SetFace(unsigned index, const Vector3& v0, const Vector3& v1, const Vector3& v2) { PODVector& face = faces_[index]; face.Resize(3); face[0] = v0; face[1] = v1; face[2] = v2; } void Polyhedron::SetFace(unsigned index, const Vector3& v0, const Vector3& v1, const Vector3& v2, const Vector3& v3) { PODVector& face = faces_[index]; face.Resize(4); face[0] = v0; face[1] = v1; face[2] = v2; face[3] = v3; } }