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- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <assert.h>
- #include <math.h>
- #include <float.h>
- #include "hull.h"
- /*----------------------------------------------------------------------
- Copyright (c) 2004 Open Dynamics Framework Group
- www.physicstools.org
- All rights reserved.
- Redistribution and use in source and binary forms, with or without modification, are permitted provided
- that the following conditions are met:
- Redistributions of source code must retain the above copyright notice, this list of conditions
- and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
- Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
- be used to endorse or promote products derived from this software without specific prior written permission.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
- INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
- IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- -----------------------------------------------------------------------*/
- // Modified by Lasse Oorni for Urho3D
- // Urho3D: use a namespace to not clash with Urho3D's inbuilt math types
- namespace StanHull
- {
- #define PI 3.14159264f
- //*****************************************************
- //*****************************************************
- //********* Stan Melax's vector math template needed
- //********* to use his hull building code.
- //*****************************************************
- //*****************************************************
- #define DEG2RAD (PI / 180.0f)
- #define RAD2DEG (180.0f / PI)
- #define SQRT_OF_2 (1.4142135f)
- #define OFFSET(Class,Member) (((char*) (&(((Class*)NULL)-> Member )))- ((char*)NULL))
- int argmin(float a[],int n);
- float sqr(float a);
- float clampf(float a) ;
- float Round(float a,float precision);
- float Interpolate(const float &f0,const float &f1,float alpha) ;
- template <class T>
- void Swap(T &a,T &b)
- {
- T tmp = a;
- a=b;
- b=tmp;
- }
- template <class T>
- T Max(const T &a,const T &b)
- {
- return (a>b)?a:b;
- }
- template <class T>
- T Min(const T &a,const T &b)
- {
- return (a<b)?a:b;
- }
- //----------------------------------
- class int3
- {
- public:
- int x,y,z;
- int3(){};
- int3(int _x,int _y, int _z){x=_x;y=_y;z=_z;}
- const int& operator[](int i) const {return (&x)[i];}
- int& operator[](int i) {return (&x)[i];}
- };
- //-------- 2D --------
- class float2
- {
- public:
- float x,y;
- float2(){x=0;y=0;};
- float2(float _x,float _y){x=_x;y=_y;}
- float& operator[](int i) {assert(i>=0&&i<2);return ((float*)this)[i];}
- const float& operator[](int i) const {assert(i>=0&&i<2);return ((float*)this)[i];}
- };
- inline float2 operator-( const float2& a, const float2& b ){return float2(a.x-b.x,a.y-b.y);}
- inline float2 operator+( const float2& a, const float2& b ){return float2(a.x+b.x,a.y+b.y);}
- //--------- 3D ---------
- class float3 // 3D
- {
- public:
- float x,y,z;
- float3(){x=0;y=0;z=0;};
- float3(float _x,float _y,float _z){x=_x;y=_y;z=_z;};
- //operator float *() { return &x;};
- float& operator[](int i) {assert(i>=0&&i<3);return ((float*)this)[i];}
- const float& operator[](int i) const {assert(i>=0&&i<3);return ((float*)this)[i];}
- # ifdef PLUGIN_3DSMAX
- float3(const Point3 &p):x(p.x),y(p.y),z(p.z){}
- operator Point3(){return *((Point3*)this);}
- # endif
- };
- float3& operator+=( float3 &a, const float3& b );
- float3& operator-=( float3 &a ,const float3& b );
- float3& operator*=( float3 &v ,const float s );
- float3& operator/=( float3 &v, const float s );
- float magnitude( const float3& v );
- float3 normalize( const float3& v );
- float3 safenormalize(const float3 &v);
- float3 vabs(const float3 &v);
- float3 operator+( const float3& a, const float3& b );
- float3 operator-( const float3& a, const float3& b );
- float3 operator-( const float3& v );
- float3 operator*( const float3& v, const float s );
- float3 operator*( const float s, const float3& v );
- float3 operator/( const float3& v, const float s );
- inline int operator==( const float3 &a, const float3 &b ) { return (a.x==b.x && a.y==b.y && a.z==b.z); }
- inline int operator!=( const float3 &a, const float3 &b ) { return (a.x!=b.x || a.y!=b.y || a.z!=b.z); }
- // due to ambiguity and inconsistent standards ther are no overloaded operators for mult such as va*vb.
- float dot( const float3& a, const float3& b );
- float3 cmul( const float3 &a, const float3 &b);
- float3 cross( const float3& a, const float3& b );
- float3 Interpolate(const float3 &v0,const float3 &v1,float alpha);
- float3 Round(const float3& a,float precision);
- float3 VectorMax(const float3 &a, const float3 &b);
- float3 VectorMin(const float3 &a, const float3 &b);
- class float3x3
- {
- public:
- float3 x,y,z; // the 3 rows of the Matrix
- float3x3(){}
- float3x3(float xx,float xy,float xz,float yx,float yy,float yz,float zx,float zy,float zz):x(xx,xy,xz),y(yx,yy,yz),z(zx,zy,zz){}
- float3x3(float3 _x,float3 _y,float3 _z):x(_x),y(_y),z(_z){}
- float3& operator[](int i) {assert(i>=0&&i<3);return (&x)[i];}
- const float3& operator[](int i) const {assert(i>=0&&i<3);return (&x)[i];}
- float& operator()(int r, int c) {assert(r>=0&&r<3&&c>=0&&c<3);return ((&x)[r])[c];}
- const float& operator()(int r, int c) const {assert(r>=0&&r<3&&c>=0&&c<3);return ((&x)[r])[c];}
- };
- float3x3 Transpose( const float3x3& m );
- float3 operator*( const float3& v , const float3x3& m );
- float3 operator*( const float3x3& m , const float3& v );
- float3x3 operator*( const float3x3& m , const float& s );
- float3x3 operator*( const float3x3& ma, const float3x3& mb );
- float3x3 operator/( const float3x3& a, const float& s ) ;
- float3x3 operator+( const float3x3& a, const float3x3& b );
- float3x3 operator-( const float3x3& a, const float3x3& b );
- float3x3 &operator+=( float3x3& a, const float3x3& b );
- float3x3 &operator-=( float3x3& a, const float3x3& b );
- float3x3 &operator*=( float3x3& a, const float& s );
- float Determinant(const float3x3& m );
- float3x3 Inverse(const float3x3& a); // its just 3x3 so we simply do that cofactor method
- //-------- 4D Math --------
- class float4
- {
- public:
- float x,y,z,w;
- float4(){x=0;y=0;z=0;w=0;};
- float4(float _x,float _y,float _z,float _w){x=_x;y=_y;z=_z;w=_w;}
- float4(const float3 &v,float _w){x=v.x;y=v.y;z=v.z;w=_w;}
- //operator float *() { return &x;};
- float& operator[](int i) {assert(i>=0&&i<4);return ((float*)this)[i];}
- const float& operator[](int i) const {assert(i>=0&&i<4);return ((float*)this)[i];}
- const float3& xyz() const { return *((float3*)this);}
- float3& xyz() { return *((float3*)this);}
- };
- struct D3DXMATRIX;
- class float4x4
- {
- public:
- float4 x,y,z,w; // the 4 rows
- float4x4(){}
- float4x4(const float4 &_x, const float4 &_y, const float4 &_z, const float4 &_w):x(_x),y(_y),z(_z),w(_w){}
- float4x4(float m00, float m01, float m02, float m03,
- float m10, float m11, float m12, float m13,
- float m20, float m21, float m22, float m23,
- float m30, float m31, float m32, float m33 )
- :x(m00,m01,m02,m03),y(m10,m11,m12,m13),z(m20,m21,m22,m23),w(m30,m31,m32,m33){}
- float& operator()(int r, int c) {assert(r>=0&&r<4&&c>=0&&c<4);return ((&x)[r])[c];}
- const float& operator()(int r, int c) const {assert(r>=0&&r<4&&c>=0&&c<4);return ((&x)[r])[c];}
- operator float* () {return &x.x;}
- operator const float* () const {return &x.x;}
- operator struct D3DXMATRIX* () { return (struct D3DXMATRIX*) this;}
- operator const struct D3DXMATRIX* () const { return (struct D3DXMATRIX*) this;}
- };
- int operator==( const float4 &a, const float4 &b );
- float4 Homogenize(const float3 &v3,const float &w=1.0f); // Turns a 3D float3 4D vector4 by appending w
- float4 cmul( const float4 &a, const float4 &b);
- float4 operator*( const float4 &v, float s);
- float4 operator*( float s, const float4 &v);
- float4 operator+( const float4 &a, const float4 &b);
- float4 operator-( const float4 &a, const float4 &b);
- float4x4 operator*( const float4x4& a, const float4x4& b );
- float4 operator*( const float4& v, const float4x4& m );
- float4x4 Inverse(const float4x4 &m);
- float4x4 MatrixRigidInverse(const float4x4 &m);
- float4x4 MatrixTranspose(const float4x4 &m);
- float4x4 MatrixPerspectiveFov(float fovy, float Aspect, float zn, float zf );
- float4x4 MatrixTranslation(const float3 &t);
- float4x4 MatrixRotationZ(const float angle_radians);
- float4x4 MatrixLookAt(const float3& eye, const float3& at, const float3& up);
- int operator==( const float4x4 &a, const float4x4 &b );
- //-------- Quaternion ------------
- class Quaternion :public float4
- {
- public:
- Quaternion() { x = y = z = 0.0f; w = 1.0f; }
- Quaternion( float3 v, float t ) { v = normalize(v); w = cosf(t/2.0f); v = v*sinf(t/2.0f); x = v.x; y = v.y; z = v.z; }
- Quaternion(float _x, float _y, float _z, float _w){x=_x;y=_y;z=_z;w=_w;}
- float angle() const { return acosf(w)*2.0f; }
- float3 axis() const { float3 a(x,y,z); if(fabsf(angle())<0.0000001f) return float3(1,0,0); return a*(1/sinf(angle()/2.0f)); }
- float3 xdir() const { return float3( 1-2*(y*y+z*z), 2*(x*y+w*z), 2*(x*z-w*y) ); }
- float3 ydir() const { return float3( 2*(x*y-w*z),1-2*(x*x+z*z), 2*(y*z+w*x) ); }
- float3 zdir() const { return float3( 2*(x*z+w*y), 2*(y*z-w*x),1-2*(x*x+y*y) ); }
- float3x3 getmatrix() const { return float3x3( xdir(), ydir(), zdir() ); }
- operator float3x3() { return getmatrix(); }
- void Normalize();
- };
- Quaternion& operator*=(Quaternion& a, float s );
- Quaternion operator*( const Quaternion& a, float s );
- Quaternion operator*( const Quaternion& a, const Quaternion& b);
- Quaternion operator+( const Quaternion& a, const Quaternion& b );
- Quaternion normalize( Quaternion a );
- float dot( const Quaternion &a, const Quaternion &b );
- float3 operator*( const Quaternion& q, const float3& v );
- float3 operator*( const float3& v, const Quaternion& q );
- Quaternion slerp( Quaternion a, const Quaternion& b, float interp );
- Quaternion Interpolate(const Quaternion &q0,const Quaternion &q1,float alpha);
- Quaternion RotationArc(float3 v0, float3 v1 ); // returns quat q where q*v0=v1
- Quaternion Inverse(const Quaternion &q);
- float4x4 MatrixFromQuatVec(const Quaternion &q, const float3 &v);
- //------ Euler Angle -----
- Quaternion YawPitchRoll( float yaw, float pitch, float roll );
- float Yaw( const Quaternion& q );
- float Pitch( const Quaternion& q );
- float Roll( Quaternion q );
- float Yaw( const float3& v );
- float Pitch( const float3& v );
- //------- Plane ----------
- class Plane
- {
- public:
- float3 normal;
- float dist; // distance below origin - the D from plane equasion Ax+By+Cz+D=0
- Plane(const float3 &n,float d):normal(n),dist(d){}
- Plane():normal(),dist(0){}
- void Transform(const float3 &position, const Quaternion &orientation);
- };
- inline Plane PlaneFlip(const Plane &plane){return Plane(-plane.normal,-plane.dist);}
- inline int operator==( const Plane &a, const Plane &b ) { return (a.normal==b.normal && a.dist==b.dist); }
- inline int coplanar( const Plane &a, const Plane &b ) { return (a==b || a==PlaneFlip(b)); }
- //--------- Utility Functions ------
- float3 PlaneLineIntersection(const Plane &plane, const float3 &p0, const float3 &p1);
- float3 PlaneProject(const Plane &plane, const float3 &point);
- float3 LineProject(const float3 &p0, const float3 &p1, const float3 &a); // projects a onto infinite line p0p1
- float LineProjectTime(const float3 &p0, const float3 &p1, const float3 &a);
- float3 ThreePlaneIntersection(const Plane &p0,const Plane &p1, const Plane &p2);
- int PolyHit(const float3 *vert,const int n,const float3 &v0, const float3 &v1, float3 *impact=NULL, float3 *normal=NULL);
- int BoxInside(const float3 &p,const float3 &bmin, const float3 &bmax) ;
- int BoxIntersect(const float3 &v0, const float3 &v1, const float3 &bmin, const float3 &bmax, float3 *impact);
- float DistanceBetweenLines(const float3 &ustart, const float3 &udir, const float3 &vstart, const float3 &vdir, float3 *upoint=NULL, float3 *vpoint=NULL);
- float3 TriNormal(const float3 &v0, const float3 &v1, const float3 &v2);
- float3 NormalOf(const float3 *vert, const int n);
- Quaternion VirtualTrackBall(const float3 &cop, const float3 &cor, const float3 &dir0, const float3 &dir1);
- float sqr(float a) {return a*a;}
- float clampf(float a) {return Min(1.0f,Max(0.0f,a));}
- float Round(float a,float precision)
- {
- return floorf(0.5f+a/precision)*precision;
- }
- float Interpolate(const float &f0,const float &f1,float alpha)
- {
- return f0*(1-alpha) + f1*alpha;
- }
- int argmin(float a[],int n)
- {
- int r=0;
- for(int i=1;i<n;i++)
- {
- if(a[i]<a[r])
- {
- r = i;
- }
- }
- return r;
- }
- //------------ float3 (3D) --------------
- float3 operator+( const float3& a, const float3& b )
- {
- return float3(a.x+b.x, a.y+b.y, a.z+b.z);
- }
- float3 operator-( const float3& a, const float3& b )
- {
- return float3( a.x-b.x, a.y-b.y, a.z-b.z );
- }
- float3 operator-( const float3& v )
- {
- return float3( -v.x, -v.y, -v.z );
- }
- float3 operator*( const float3& v, float s )
- {
- return float3( v.x*s, v.y*s, v.z*s );
- }
- float3 operator*( float s, const float3& v )
- {
- return float3( v.x*s, v.y*s, v.z*s );
- }
- float3 operator/( const float3& v, float s )
- {
- return v*(1.0f/s);
- }
- float dot( const float3& a, const float3& b )
- {
- return a.x*b.x + a.y*b.y + a.z*b.z;
- }
- float3 cmul( const float3 &v1, const float3 &v2)
- {
- return float3(v1.x*v2.x, v1.y*v2.y, v1.z*v2.z);
- }
- float3 cross( const float3& a, const float3& b )
- {
- return float3( a.y*b.z - a.z*b.y,
- a.z*b.x - a.x*b.z,
- a.x*b.y - a.y*b.x );
- }
- float3& operator+=( float3& a , const float3& b )
- {
- a.x += b.x;
- a.y += b.y;
- a.z += b.z;
- return a;
- }
- float3& operator-=( float3& a , const float3& b )
- {
- a.x -= b.x;
- a.y -= b.y;
- a.z -= b.z;
- return a;
- }
- float3& operator*=(float3& v , float s )
- {
- v.x *= s;
- v.y *= s;
- v.z *= s;
- return v;
- }
- float3& operator/=(float3& v , float s )
- {
- float sinv = 1.0f / s;
- v.x *= sinv;
- v.y *= sinv;
- v.z *= sinv;
- return v;
- }
- float3 vabs(const float3 &v)
- {
- return float3(fabsf(v.x),fabsf(v.y),fabsf(v.z));
- }
- float magnitude( const float3& v )
- {
- return sqrtf(sqr(v.x) + sqr( v.y)+ sqr(v.z));
- }
- float3 normalize( const float3 &v )
- {
- // this routine, normalize, is ok, provided magnitude works!!
- float d=magnitude(v);
- if (d==0)
- {
- printf("Cant normalize ZERO vector\n");
- assert(0);// yes this could go here
- d=0.1f;
- }
- d = 1/d;
- return float3(v.x*d,v.y*d,v.z*d);
- }
- float3 safenormalize(const float3 &v)
- {
- if(magnitude(v)<=0.0f)
- {
- return float3(1,0,0);
- }
- return normalize(v);
- }
- float3 Round(const float3 &a,float precision)
- {
- return float3(Round(a.x,precision),Round(a.y,precision),Round(a.z,precision));
- }
- float3 Interpolate(const float3 &v0,const float3 &v1,float alpha)
- {
- return v0*(1-alpha) + v1*alpha;
- }
- float3 VectorMin(const float3 &a,const float3 &b)
- {
- return float3(Min(a.x,b.x),Min(a.y,b.y),Min(a.z,b.z));
- }
- float3 VectorMax(const float3 &a,const float3 &b)
- {
- return float3(Max(a.x,b.x),Max(a.y,b.y),Max(a.z,b.z));
- }
- // the statement v1*v2 is ambiguous since there are 3 types
- // of vector multiplication
- // - componantwise (for example combining colors)
- // - dot product
- // - cross product
- // Therefore we never declare/implement this function.
- // So we will never see: float3 operator*(float3 a,float3 b)
- //------------ float3x3 ---------------
- float Determinant(const float3x3 &m)
- {
- return m.x.x*m.y.y*m.z.z + m.y.x*m.z.y*m.x.z + m.z.x*m.x.y*m.y.z
- -m.x.x*m.z.y*m.y.z - m.y.x*m.x.y*m.z.z - m.z.x*m.y.y*m.x.z ;
- }
- float3x3 Inverse(const float3x3 &a)
- {
- float3x3 b;
- float d=Determinant(a);
- assert(d!=0);
- for(int i=0;i<3;i++)
- {
- for(int j=0;j<3;j++)
- {
- int i1=(i+1)%3;
- int i2=(i+2)%3;
- int j1=(j+1)%3;
- int j2=(j+2)%3;
- // reverse indexs i&j to take transpose
- b[j][i] = (a[i1][j1]*a[i2][j2]-a[i1][j2]*a[i2][j1])/d;
- }
- }
- // Matrix check=a*b; // Matrix 'check' should be the identity (or close to it)
- return b;
- }
- float3x3 Transpose( const float3x3& m )
- {
- return float3x3( float3(m.x.x,m.y.x,m.z.x),
- float3(m.x.y,m.y.y,m.z.y),
- float3(m.x.z,m.y.z,m.z.z));
- }
- float3 operator*(const float3& v , const float3x3 &m ) {
- return float3((m.x.x*v.x + m.y.x*v.y + m.z.x*v.z),
- (m.x.y*v.x + m.y.y*v.y + m.z.y*v.z),
- (m.x.z*v.x + m.y.z*v.y + m.z.z*v.z));
- }
- float3 operator*(const float3x3 &m,const float3& v ) {
- return float3(dot(m.x,v),dot(m.y,v),dot(m.z,v));
- }
- float3x3 operator*( const float3x3& a, const float3x3& b )
- {
- return float3x3(a.x*b,a.y*b,a.z*b);
- }
- float3x3 operator*( const float3x3& a, const float& s )
- {
- return float3x3(a.x*s, a.y*s ,a.z*s);
- }
- float3x3 operator/( const float3x3& a, const float& s )
- {
- float t=1/s;
- return float3x3(a.x*t, a.y*t ,a.z*t);
- }
- float3x3 operator+( const float3x3& a, const float3x3& b )
- {
- return float3x3(a.x+b.x, a.y+b.y, a.z+b.z);
- }
- float3x3 operator-( const float3x3& a, const float3x3& b )
- {
- return float3x3(a.x-b.x, a.y-b.y, a.z-b.z);
- }
- float3x3 &operator+=( float3x3& a, const float3x3& b )
- {
- a.x+=b.x;
- a.y+=b.y;
- a.z+=b.z;
- return a;
- }
- float3x3 &operator-=( float3x3& a, const float3x3& b )
- {
- a.x-=b.x;
- a.y-=b.y;
- a.z-=b.z;
- return a;
- }
- float3x3 &operator*=( float3x3& a, const float& s )
- {
- a.x*=s;
- a.y*=s;
- a.z*=s;
- return a;
- }
- float3 ThreePlaneIntersection(const Plane &p0,const Plane &p1, const Plane &p2){
- float3x3 mp =Transpose(float3x3(p0.normal,p1.normal,p2.normal));
- float3x3 mi = Inverse(mp);
- float3 b(p0.dist,p1.dist,p2.dist);
- return -b * mi;
- }
- //--------------- 4D ----------------
- float4 operator*( const float4& v, const float4x4& m )
- {
- return v.x*m.x + v.y*m.y + v.z*m.z + v.w*m.w; // yes this actually works
- }
- int operator==( const float4 &a, const float4 &b )
- {
- return (a.x==b.x && a.y==b.y && a.z==b.z && a.w==b.w);
- }
- // Dont implement m*v for now, since that might confuse us
- // All our transforms are based on multiplying the "row" vector on the left
- //float4 operator*(const float4x4& m , const float4& v )
- //{
- // return float4(dot(v,m.x),dot(v,m.y),dot(v,m.z),dot(v,m.w));
- //}
- float4 cmul( const float4 &a, const float4 &b)
- {
- return float4(a.x*b.x,a.y*b.y,a.z*b.z,a.w*b.w);
- }
- float4 operator*( const float4 &v, float s)
- {
- return float4(v.x*s,v.y*s,v.z*s,v.w*s);
- }
- float4 operator*( float s, const float4 &v)
- {
- return float4(v.x*s,v.y*s,v.z*s,v.w*s);
- }
- float4 operator+( const float4 &a, const float4 &b)
- {
- return float4(a.x+b.x,a.y+b.y,a.z+b.z,a.w+b.w);
- }
- float4 operator-( const float4 &a, const float4 &b)
- {
- return float4(a.x-b.x,a.y-b.y,a.z-b.z,a.w-b.w);
- }
- float4 Homogenize(const float3 &v3,const float &w)
- {
- return float4(v3.x,v3.y,v3.z,w);
- }
- float4x4 operator*( const float4x4& a, const float4x4& b )
- {
- return float4x4(a.x*b,a.y*b,a.z*b,a.w*b);
- }
- float4x4 MatrixTranspose(const float4x4 &m)
- {
- return float4x4(
- m.x.x, m.y.x, m.z.x, m.w.x,
- m.x.y, m.y.y, m.z.y, m.w.y,
- m.x.z, m.y.z, m.z.z, m.w.z,
- m.x.w, m.y.w, m.z.w, m.w.w );
- }
- float4x4 MatrixRigidInverse(const float4x4 &m)
- {
- float4x4 trans_inverse = MatrixTranslation(-m.w.xyz());
- float4x4 rot = m;
- rot.w = float4(0,0,0,1);
- return trans_inverse * MatrixTranspose(rot);
- }
- float4x4 MatrixPerspectiveFov(float fovy, float aspect, float zn, float zf )
- {
- float h = 1.0f/tanf(fovy/2.0f); // view space height
- float w = h / aspect ; // view space width
- return float4x4(
- w, 0, 0 , 0,
- 0, h, 0 , 0,
- 0, 0, zf/(zn-zf) , -1,
- 0, 0, zn*zf/(zn-zf) , 0 );
- }
- float4x4 MatrixLookAt(const float3& eye, const float3& at, const float3& up)
- {
- float4x4 m;
- m.w.w = 1.0f;
- m.w.xyz() = eye;
- m.z.xyz() = normalize(eye-at);
- m.x.xyz() = normalize(cross(up,m.z.xyz()));
- m.y.xyz() = cross(m.z.xyz(),m.x.xyz());
- return MatrixRigidInverse(m);
- }
- float4x4 MatrixTranslation(const float3 &t)
- {
- return float4x4(
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- t.x,t.y,t.z,1 );
- }
- float4x4 MatrixRotationZ(const float angle_radians)
- {
- float s = sinf(angle_radians);
- float c = cosf(angle_radians);
- return float4x4(
- c, s, 0, 0,
- -s, c, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1 );
- }
- int operator==( const float4x4 &a, const float4x4 &b )
- {
- return (a.x==b.x && a.y==b.y && a.z==b.z && a.w==b.w);
- }
- float4x4 Inverse(const float4x4 &m)
- {
- float4x4 d;
- float *dst = &d.x.x;
- float tmp[12]; /* temp array for pairs */
- float src[16]; /* array of transpose source matrix */
- float det; /* determinant */
- /* transpose matrix */
- for ( int i = 0; i < 4; i++) {
- src[i] = m(i,0) ;
- src[i + 4] = m(i,1);
- src[i + 8] = m(i,2);
- src[i + 12] = m(i,3);
- }
- /* calculate pairs for first 8 elements (cofactors) */
- tmp[0] = src[10] * src[15];
- tmp[1] = src[11] * src[14];
- tmp[2] = src[9] * src[15];
- tmp[3] = src[11] * src[13];
- tmp[4] = src[9] * src[14];
- tmp[5] = src[10] * src[13];
- tmp[6] = src[8] * src[15];
- tmp[7] = src[11] * src[12];
- tmp[8] = src[8] * src[14];
- tmp[9] = src[10] * src[12];
- tmp[10] = src[8] * src[13];
- tmp[11] = src[9] * src[12];
- /* calculate first 8 elements (cofactors) */
- dst[0] = tmp[0]*src[5] + tmp[3]*src[6] + tmp[4]*src[7];
- dst[0] -= tmp[1]*src[5] + tmp[2]*src[6] + tmp[5]*src[7];
- dst[1] = tmp[1]*src[4] + tmp[6]*src[6] + tmp[9]*src[7];
- dst[1] -= tmp[0]*src[4] + tmp[7]*src[6] + tmp[8]*src[7];
- dst[2] = tmp[2]*src[4] + tmp[7]*src[5] + tmp[10]*src[7];
- dst[2] -= tmp[3]*src[4] + tmp[6]*src[5] + tmp[11]*src[7];
- dst[3] = tmp[5]*src[4] + tmp[8]*src[5] + tmp[11]*src[6];
- dst[3] -= tmp[4]*src[4] + tmp[9]*src[5] + tmp[10]*src[6];
- dst[4] = tmp[1]*src[1] + tmp[2]*src[2] + tmp[5]*src[3];
- dst[4] -= tmp[0]*src[1] + tmp[3]*src[2] + tmp[4]*src[3];
- dst[5] = tmp[0]*src[0] + tmp[7]*src[2] + tmp[8]*src[3];
- dst[5] -= tmp[1]*src[0] + tmp[6]*src[2] + tmp[9]*src[3];
- dst[6] = tmp[3]*src[0] + tmp[6]*src[1] + tmp[11]*src[3];
- dst[6] -= tmp[2]*src[0] + tmp[7]*src[1] + tmp[10]*src[3];
- dst[7] = tmp[4]*src[0] + tmp[9]*src[1] + tmp[10]*src[2];
- dst[7] -= tmp[5]*src[0] + tmp[8]*src[1] + tmp[11]*src[2];
- /* calculate pairs for second 8 elements (cofactors) */
- tmp[0] = src[2]*src[7];
- tmp[1] = src[3]*src[6];
- tmp[2] = src[1]*src[7];
- tmp[3] = src[3]*src[5];
- tmp[4] = src[1]*src[6];
- tmp[5] = src[2]*src[5];
- tmp[6] = src[0]*src[7];
- tmp[7] = src[3]*src[4];
- tmp[8] = src[0]*src[6];
- tmp[9] = src[2]*src[4];
- tmp[10] = src[0]*src[5];
- tmp[11] = src[1]*src[4];
- /* calculate second 8 elements (cofactors) */
- dst[8] = tmp[0]*src[13] + tmp[3]*src[14] + tmp[4]*src[15];
- dst[8] -= tmp[1]*src[13] + tmp[2]*src[14] + tmp[5]*src[15];
- dst[9] = tmp[1]*src[12] + tmp[6]*src[14] + tmp[9]*src[15];
- dst[9] -= tmp[0]*src[12] + tmp[7]*src[14] + tmp[8]*src[15];
- dst[10] = tmp[2]*src[12] + tmp[7]*src[13] + tmp[10]*src[15];
- dst[10]-= tmp[3]*src[12] + tmp[6]*src[13] + tmp[11]*src[15];
- dst[11] = tmp[5]*src[12] + tmp[8]*src[13] + tmp[11]*src[14];
- dst[11]-= tmp[4]*src[12] + tmp[9]*src[13] + tmp[10]*src[14];
- dst[12] = tmp[2]*src[10] + tmp[5]*src[11] + tmp[1]*src[9];
- dst[12]-= tmp[4]*src[11] + tmp[0]*src[9] + tmp[3]*src[10];
- dst[13] = tmp[8]*src[11] + tmp[0]*src[8] + tmp[7]*src[10];
- dst[13]-= tmp[6]*src[10] + tmp[9]*src[11] + tmp[1]*src[8];
- dst[14] = tmp[6]*src[9] + tmp[11]*src[11] + tmp[3]*src[8];
- dst[14]-= tmp[10]*src[11] + tmp[2]*src[8] + tmp[7]*src[9];
- dst[15] = tmp[10]*src[10] + tmp[4]*src[8] + tmp[9]*src[9];
- dst[15]-= tmp[8]*src[9] + tmp[11]*src[10] + tmp[5]*src[8];
- /* calculate determinant */
- det=src[0]*dst[0]+src[1]*dst[1]+src[2]*dst[2]+src[3]*dst[3];
- /* calculate matrix inverse */
- det = 1/det;
- for ( int j = 0; j < 16; j++)
- dst[j] *= det;
- return d;
- }
- //--------- Quaternion --------------
- Quaternion operator*( const Quaternion& a, const Quaternion& b )
- {
- Quaternion c;
- c.w = a.w*b.w - a.x*b.x - a.y*b.y - a.z*b.z;
- c.x = a.w*b.x + a.x*b.w + a.y*b.z - a.z*b.y;
- c.y = a.w*b.y - a.x*b.z + a.y*b.w + a.z*b.x;
- c.z = a.w*b.z + a.x*b.y - a.y*b.x + a.z*b.w;
- return c;
- }
- Quaternion operator*( const Quaternion& a, float b )
- {
- return Quaternion(a.x*b, a.y*b, a.z*b ,a.w*b);
- }
- Quaternion Inverse(const Quaternion &q)
- {
- return Quaternion(-q.x,-q.y,-q.z,q.w);
- }
- Quaternion& operator*=( Quaternion& q, const float s )
- {
- q.x *= s;
- q.y *= s;
- q.z *= s;
- q.w *= s;
- return q;
- }
- void Quaternion::Normalize()
- {
- float m = sqrtf(sqr(w)+sqr(x)+sqr(y)+sqr(z));
- if(m<0.000000001f) {
- w=1.0f;
- x=y=z=0.0f;
- return;
- }
- (*this) *= (1.0f/m);
- }
- float3 operator*( const Quaternion& q, const float3& v )
- {
- // The following is equivalent to:
- //return (q.getmatrix() * v);
- float qx2 = q.x*q.x;
- float qy2 = q.y*q.y;
- float qz2 = q.z*q.z;
- float qxqy = q.x*q.y;
- float qxqz = q.x*q.z;
- float qxqw = q.x*q.w;
- float qyqz = q.y*q.z;
- float qyqw = q.y*q.w;
- float qzqw = q.z*q.w;
- return float3(
- (1-2*(qy2+qz2))*v.x + (2*(qxqy-qzqw))*v.y + (2*(qxqz+qyqw))*v.z ,
- (2*(qxqy+qzqw))*v.x + (1-2*(qx2+qz2))*v.y + (2*(qyqz-qxqw))*v.z ,
- (2*(qxqz-qyqw))*v.x + (2*(qyqz+qxqw))*v.y + (1-2*(qx2+qy2))*v.z );
- }
- float3 operator*( const float3& v, const Quaternion& q )
- {
- assert(0); // must multiply with the quat on the left
- return float3(0.0f,0.0f,0.0f);
- }
- Quaternion operator+( const Quaternion& a, const Quaternion& b )
- {
- return Quaternion(a.x+b.x, a.y+b.y, a.z+b.z, a.w+b.w);
- }
- float dot( const Quaternion &a,const Quaternion &b )
- {
- return (a.w*b.w + a.x*b.x + a.y*b.y + a.z*b.z);
- }
- Quaternion normalize( Quaternion a )
- {
- float m = sqrtf(sqr(a.w)+sqr(a.x)+sqr(a.y)+sqr(a.z));
- if(m<0.000000001)
- {
- a.w=1;
- a.x=a.y=a.z=0;
- return a;
- }
- return a * (1/m);
- }
- Quaternion slerp( Quaternion a, const Quaternion& b, float interp )
- {
- if(dot(a,b) <0.0)
- {
- a.w=-a.w;
- a.x=-a.x;
- a.y=-a.y;
- a.z=-a.z;
- }
- float d = dot(a,b);
- if(d>=1.0) {
- return a;
- }
- float theta = acosf(d);
- if(theta==0.0f) { return(a);}
- return a*(sinf(theta-interp*theta)/sinf(theta)) + b*(sinf(interp*theta)/sinf(theta));
- }
- Quaternion Interpolate(const Quaternion &q0,const Quaternion &q1,float alpha) {
- return slerp(q0,q1,alpha);
- }
- Quaternion YawPitchRoll( float yaw, float pitch, float roll )
- {
- roll *= DEG2RAD;
- yaw *= DEG2RAD;
- pitch *= DEG2RAD;
- return Quaternion(float3(0.0f,0.0f,1.0f),yaw)*Quaternion(float3(1.0f,0.0f,0.0f),pitch)*Quaternion(float3(0.0f,1.0f,0.0f),roll);
- }
- float Yaw( const Quaternion& q )
- {
- static float3 v;
- v=q.ydir();
- return (v.y==0.0&&v.x==0.0) ? 0.0f: atan2f(-v.x,v.y)*RAD2DEG;
- }
- float Pitch( const Quaternion& q )
- {
- static float3 v;
- v=q.ydir();
- return atan2f(v.z,sqrtf(sqr(v.x)+sqr(v.y)))*RAD2DEG;
- }
- float Roll( Quaternion q )
- {
- q = Quaternion(float3(0.0f,0.0f,1.0f),-Yaw(q)*DEG2RAD) *q;
- q = Quaternion(float3(1.0f,0.0f,0.0f),-Pitch(q)*DEG2RAD) *q;
- return atan2f(-q.xdir().z,q.xdir().x)*RAD2DEG;
- }
- float Yaw( const float3& v )
- {
- return (v.y==0.0&&v.x==0.0) ? 0.0f: atan2f(-v.x,v.y)*RAD2DEG;
- }
- float Pitch( const float3& v )
- {
- return atan2f(v.z,sqrtf(sqr(v.x)+sqr(v.y)))*RAD2DEG;
- }
- //------------- Plane --------------
- void Plane::Transform(const float3 &position, const Quaternion &orientation) {
- // Transforms the plane to the space defined by the
- // given position/orientation.
- static float3 newnormal;
- static float3 origin;
- newnormal = Inverse(orientation)*normal;
- origin = Inverse(orientation)*(-normal*dist - position);
- normal = newnormal;
- dist = -dot(newnormal, origin);
- }
- //--------- utility functions -------------
- // RotationArc()
- // Given two vectors v0 and v1 this function
- // returns quaternion q where q*v0==v1.
- // Routine taken from game programming gems.
- Quaternion RotationArc(float3 v0,float3 v1){
- static Quaternion q;
- v0 = normalize(v0); // Comment these two lines out if you know its not needed.
- v1 = normalize(v1); // If vector is already unit length then why do it again?
- float3 c = cross(v0,v1);
- float d = dot(v0,v1);
- if(d<=-1.0f) { return Quaternion(1,0,0,0);} // 180 about x axis
- float s = sqrtf((1+d)*2);
- q.x = c.x / s;
- q.y = c.y / s;
- q.z = c.z / s;
- q.w = s /2.0f;
- return q;
- }
- float4x4 MatrixFromQuatVec(const Quaternion &q, const float3 &v)
- {
- // builds a 4x4 transformation matrix based on orientation q and translation v
- float qx2 = q.x*q.x;
- float qy2 = q.y*q.y;
- float qz2 = q.z*q.z;
- float qxqy = q.x*q.y;
- float qxqz = q.x*q.z;
- float qxqw = q.x*q.w;
- float qyqz = q.y*q.z;
- float qyqw = q.y*q.w;
- float qzqw = q.z*q.w;
- return float4x4(
- 1-2*(qy2+qz2),
- 2*(qxqy+qzqw),
- 2*(qxqz-qyqw),
- 0 ,
- 2*(qxqy-qzqw),
- 1-2*(qx2+qz2),
- 2*(qyqz+qxqw),
- 0 ,
- 2*(qxqz+qyqw),
- 2*(qyqz-qxqw),
- 1-2*(qx2+qy2),
- 0 ,
- v.x ,
- v.y ,
- v.z ,
- 1.0f );
- }
- float3 PlaneLineIntersection(const Plane &plane, const float3 &p0, const float3 &p1)
- {
- // returns the point where the line p0-p1 intersects the plane n&d
- static float3 dif;
- dif = p1-p0;
- float dn= dot(plane.normal,dif);
- float t = -(plane.dist+dot(plane.normal,p0) )/dn;
- return p0 + (dif*t);
- }
- float3 PlaneProject(const Plane &plane, const float3 &point)
- {
- return point - plane.normal * (dot(point,plane.normal)+plane.dist);
- }
- float3 LineProject(const float3 &p0, const float3 &p1, const float3 &a)
- {
- float3 w;
- w = p1-p0;
- float t= dot(w,(a-p0)) / (sqr(w.x)+sqr(w.y)+sqr(w.z));
- return p0+ w*t;
- }
- float LineProjectTime(const float3 &p0, const float3 &p1, const float3 &a)
- {
- float3 w;
- w = p1-p0;
- float t= dot(w,(a-p0)) / (sqr(w.x)+sqr(w.y)+sqr(w.z));
- return t;
- }
- float3 TriNormal(const float3 &v0, const float3 &v1, const float3 &v2)
- {
- // return the normal of the triangle
- // inscribed by v0, v1, and v2
- float3 cp=cross(v1-v0,v2-v1);
- float m=magnitude(cp);
- if(m==0) return float3(1,0,0);
- return cp*(1.0f/m);
- }
- int BoxInside(const float3 &p, const float3 &bmin, const float3 &bmax)
- {
- return (p.x >= bmin.x && p.x <=bmax.x &&
- p.y >= bmin.y && p.y <=bmax.y &&
- p.z >= bmin.z && p.z <=bmax.z );
- }
- int BoxIntersect(const float3 &v0, const float3 &v1, const float3 &bmin, const float3 &bmax,float3 *impact)
- {
- if(BoxInside(v0,bmin,bmax))
- {
- *impact=v0;
- return 1;
- }
- if(v0.x<=bmin.x && v1.x>=bmin.x)
- {
- float a = (bmin.x-v0.x)/(v1.x-v0.x);
- //v.x = bmin.x;
- float vy = (1-a) *v0.y + a*v1.y;
- float vz = (1-a) *v0.z + a*v1.z;
- if(vy>=bmin.y && vy<=bmax.y && vz>=bmin.z && vz<=bmax.z)
- {
- impact->x = bmin.x;
- impact->y = vy;
- impact->z = vz;
- return 1;
- }
- }
- else if(v0.x >= bmax.x && v1.x <= bmax.x)
- {
- float a = (bmax.x-v0.x)/(v1.x-v0.x);
- //v.x = bmax.x;
- float vy = (1-a) *v0.y + a*v1.y;
- float vz = (1-a) *v0.z + a*v1.z;
- if(vy>=bmin.y && vy<=bmax.y && vz>=bmin.z && vz<=bmax.z)
- {
- impact->x = bmax.x;
- impact->y = vy;
- impact->z = vz;
- return 1;
- }
- }
- if(v0.y<=bmin.y && v1.y>=bmin.y)
- {
- float a = (bmin.y-v0.y)/(v1.y-v0.y);
- float vx = (1-a) *v0.x + a*v1.x;
- //v.y = bmin.y;
- float vz = (1-a) *v0.z + a*v1.z;
- if(vx>=bmin.x && vx<=bmax.x && vz>=bmin.z && vz<=bmax.z)
- {
- impact->x = vx;
- impact->y = bmin.y;
- impact->z = vz;
- return 1;
- }
- }
- else if(v0.y >= bmax.y && v1.y <= bmax.y)
- {
- float a = (bmax.y-v0.y)/(v1.y-v0.y);
- float vx = (1-a) *v0.x + a*v1.x;
- // vy = bmax.y;
- float vz = (1-a) *v0.z + a*v1.z;
- if(vx>=bmin.x && vx<=bmax.x && vz>=bmin.z && vz<=bmax.z)
- {
- impact->x = vx;
- impact->y = bmax.y;
- impact->z = vz;
- return 1;
- }
- }
- if(v0.z<=bmin.z && v1.z>=bmin.z)
- {
- float a = (bmin.z-v0.z)/(v1.z-v0.z);
- float vx = (1-a) *v0.x + a*v1.x;
- float vy = (1-a) *v0.y + a*v1.y;
- // v.z = bmin.z;
- if(vy>=bmin.y && vy<=bmax.y && vx>=bmin.x && vx<=bmax.x)
- {
- impact->x = vx;
- impact->y = vy;
- impact->z = bmin.z;
- return 1;
- }
- }
- else if(v0.z >= bmax.z && v1.z <= bmax.z)
- {
- float a = (bmax.z-v0.z)/(v1.z-v0.z);
- float vx = (1-a) *v0.x + a*v1.x;
- float vy = (1-a) *v0.y + a*v1.y;
- // v.z = bmax.z;
- if(vy>=bmin.y && vy<=bmax.y && vx>=bmin.x && vx<=bmax.x)
- {
- impact->x = vx;
- impact->y = vy;
- impact->z = bmax.z;
- return 1;
- }
- }
- return 0;
- }
- float DistanceBetweenLines(const float3 &ustart, const float3 &udir, const float3 &vstart, const float3 &vdir, float3 *upoint, float3 *vpoint)
- {
- static float3 cp;
- cp = normalize(cross(udir,vdir));
- float distu = -dot(cp,ustart);
- float distv = -dot(cp,vstart);
- float dist = (float)fabs(distu-distv);
- if(upoint)
- {
- Plane plane;
- plane.normal = normalize(cross(vdir,cp));
- plane.dist = -dot(plane.normal,vstart);
- *upoint = PlaneLineIntersection(plane,ustart,ustart+udir);
- }
- if(vpoint)
- {
- Plane plane;
- plane.normal = normalize(cross(udir,cp));
- plane.dist = -dot(plane.normal,ustart);
- *vpoint = PlaneLineIntersection(plane,vstart,vstart+vdir);
- }
- return dist;
- }
- Quaternion VirtualTrackBall(const float3 &cop, const float3 &cor, const float3 &dir1, const float3 &dir2)
- {
- // routine taken from game programming gems.
- // Implement track ball functionality to spin stuf on the screen
- // cop center of projection
- // cor center of rotation
- // dir1 old mouse direction
- // dir2 new mouse direction
- // pretend there is a sphere around cor. Then find the points
- // where dir1 and dir2 intersect that sphere. Find the
- // rotation that takes the first point to the second.
- float m;
- // compute plane
- float3 nrml = cor - cop;
- float fudgefactor = 1.0f/(magnitude(nrml) * 0.25f); // since trackball proportional to distance from cop
- nrml = normalize(nrml);
- float dist = -dot(nrml,cor);
- float3 u= PlaneLineIntersection(Plane(nrml,dist),cop,cop+dir1);
- u=u-cor;
- u=u*fudgefactor;
- m= magnitude(u);
- if(m>1)
- {
- u/=m;
- }
- else
- {
- u=u - (nrml * sqrtf(1-m*m));
- }
- float3 v= PlaneLineIntersection(Plane(nrml,dist),cop,cop+dir2);
- v=v-cor;
- v=v*fudgefactor;
- m= magnitude(v);
- if(m>1)
- {
- v/=m;
- }
- else
- {
- v=v - (nrml * sqrtf(1-m*m));
- }
- return RotationArc(u,v);
- }
- int countpolyhit=0;
- int PolyHit(const float3 *vert, const int n, const float3 &v0, const float3 &v1, float3 *impact, float3 *normal)
- {
- countpolyhit++;
- int i;
- float3 nrml(0,0,0);
- for(i=0;i<n;i++)
- {
- int i1=(i+1)%n;
- int i2=(i+2)%n;
- nrml = nrml + cross(vert[i1]-vert[i],vert[i2]-vert[i1]);
- }
- float m = magnitude(nrml);
- if(m==0.0)
- {
- return 0;
- }
- nrml = nrml * (1.0f/m);
- float dist = -dot(nrml,vert[0]);
- float d0,d1;
- if((d0=dot(v0,nrml)+dist) <0 || (d1=dot(v1,nrml)+dist) >0)
- {
- return 0;
- }
- static float3 the_point;
- // By using the cached plane distances d0 and d1
- // we can optimize the following:
- // the_point = planelineintersection(nrml,dist,v0,v1);
- float a = d0/(d0-d1);
- the_point = v0*(1-a) + v1*a;
- int inside=1;
- for(int j=0;inside && j<n;j++)
- {
- // let inside = 0 if outside
- float3 pp1,pp2,side;
- pp1 = vert[j] ;
- pp2 = vert[(j+1)%n];
- side = cross((pp2-pp1),(the_point-pp1));
- inside = (dot(nrml,side) >= 0.0);
- }
- if(inside)
- {
- if(normal){*normal=nrml;}
- if(impact){*impact=the_point;}
- }
- return inside;
- }
- //**************************************************************************
- //**************************************************************************
- //*** Stan Melax's array template, needed to compile his hull generation code
- //**************************************************************************
- //**************************************************************************
- template <class Type> class ArrayRet;
- template <class Type> class Array {
- public:
- Array(int s=0);
- Array(Array<Type> &array);
- Array(ArrayRet<Type> &array);
- ~Array();
- void allocate(int s);
- void SetSize(int s);
- void Pack();
- Type& Add(Type);
- void AddUnique(Type);
- int Contains(Type);
- void Insert(Type,int);
- int IndexOf(Type);
- void Remove(Type);
- void DelIndex(int i);
- Type * element;
- int count;
- int array_size;
- const Type &operator[](int i) const { assert(i>=0 && i<count); return element[i]; }
- Type &operator[](int i) { assert(i>=0 && i<count); return element[i]; }
- Type &Pop() { assert(count); count--; return element[count]; }
- Array<Type> &operator=(Array<Type> &array);
- Array<Type> &operator=(ArrayRet<Type> &array);
- // operator ArrayRet<Type> &() { return *(ArrayRet<Type> *)this;} // this worked but i suspect could be dangerous
- };
- template <class Type> class ArrayRet:public Array<Type>
- {
- };
- template <class Type> Array<Type>::Array(int s)
- {
- count=0;
- array_size = 0;
- element = NULL;
- if(s)
- {
- allocate(s);
- }
- }
- template <class Type> Array<Type>::Array(Array<Type> &array)
- {
- count=0;
- array_size = 0;
- element = NULL;
- for(int i=0;i<array.count;i++)
- {
- Add(array[i]);
- }
- }
- template <class Type> Array<Type>::Array(ArrayRet<Type> &array)
- {
- *this = array;
- }
- template <class Type> Array<Type> &Array<Type>::operator=(ArrayRet<Type> &array)
- {
- count=array.count;
- array_size = array.array_size;
- element = array.element;
- array.element=NULL;
- array.count=0;
- array.array_size=0;
- return *this;
- }
- template <class Type> Array<Type> &Array<Type>::operator=(Array<Type> &array)
- {
- count=0;
- for(int i=0;i<array.count;i++)
- {
- Add(array[i]);
- }
- return *this;
- }
- template <class Type> Array<Type>::~Array()
- {
- if (element != NULL)
- {
- free(element);
- }
- count=0;array_size=0;element=NULL;
- }
- template <class Type> void Array<Type>::allocate(int s)
- {
- assert(s>0);
- assert(s>=count);
- Type *old = element;
- array_size =s;
- element = (Type *) malloc( sizeof(Type)*array_size);
- assert(element);
- for(int i=0;i<count;i++)
- {
- element[i]=old[i];
- }
- if(old)
- {
- free(old);
- }
- }
- template <class Type> void Array<Type>::SetSize(int s)
- {
- if(s==0)
- {
- if(element)
- {
- free(element);
- element = NULL;
- }
- array_size = s;
- }
- else
- {
- allocate(s);
- }
- count=s;
- }
- template <class Type> void Array<Type>::Pack()
- {
- allocate(count);
- }
- template <class Type> Type& Array<Type>::Add(Type t)
- {
- assert(count<=array_size);
- if(count==array_size)
- {
- allocate((array_size)?array_size *2:16);
- }
- element[count++] = t;
- return element[count-1];
- }
- template <class Type> int Array<Type>::Contains(Type t)
- {
- int i;
- int found=0;
- for(i=0;i<count;i++)
- {
- if(element[i] == t) found++;
- }
- return found;
- }
- template <class Type> void Array<Type>::AddUnique(Type t)
- {
- if(!Contains(t)) Add(t);
- }
- template <class Type> void Array<Type>::DelIndex(int i)
- {
- assert(i<count);
- count--;
- while(i<count)
- {
- element[i] = element[i+1];
- i++;
- }
- }
- template <class Type> void Array<Type>::Remove(Type t)
- {
- int i;
- for(i=0;i<count;i++)
- {
- if(element[i] == t)
- {
- break;
- }
- }
- assert(i<count); // assert object t is in the array.
- DelIndex(i);
- for(i=0;i<count;i++)
- {
- assert(element[i] != t);
- }
- }
- template <class Type> void Array<Type>::Insert(Type t,int k)
- {
- int i=count;
- Add(t); // to allocate space
- while(i>k)
- {
- element[i]=element[i-1];
- i--;
- }
- assert(i==k);
- element[k]=t;
- }
- template <class Type> int Array<Type>::IndexOf(Type t)
- {
- int i;
- for(i=0;i<count;i++)
- {
- if(element[i] == t)
- {
- return i;
- }
- }
- assert(0);
- return -1;
- }
- //*********************************************************************
- //*********************************************************************
- //******** Hull header
- //*********************************************************************
- //*********************************************************************
- class PHullResult
- {
- public:
- PHullResult(void)
- {
- mVcount = 0;
- mIndexCount = 0;
- mFaceCount = 0;
- mVertices = 0;
- mIndices = 0;
- }
- unsigned int mVcount;
- unsigned int mIndexCount;
- unsigned int mFaceCount;
- float *mVertices;
- unsigned int *mIndices;
- };
- #define REAL3 float3
- #define REAL float
- #define COPLANAR (0)
- #define UNDER (1)
- #define OVER (2)
- #define SPLIT (OVER|UNDER)
- #define PAPERWIDTH (0.001f)
- float planetestepsilon = PAPERWIDTH;
- class ConvexH
- {
- public:
- class HalfEdge
- {
- public:
- short ea; // the other half of the edge (index into edges list)
- unsigned char v; // the vertex at the start of this edge (index into vertices list)
- unsigned char p; // the facet on which this edge lies (index into facets list)
- HalfEdge(){}
- HalfEdge(short _ea,unsigned char _v, unsigned char _p):ea(_ea),v(_v),p(_p){}
- };
- Array<REAL3> vertices;
- Array<HalfEdge> edges;
- Array<Plane> facets;
- ConvexH(int vertices_size,int edges_size,int facets_size);
- };
- typedef ConvexH::HalfEdge HalfEdge;
- ConvexH::ConvexH(int vertices_size,int edges_size,int facets_size)
- :vertices(vertices_size)
- ,edges(edges_size)
- ,facets(facets_size)
- {
- vertices.count=vertices_size;
- edges.count = edges_size;
- facets.count = facets_size;
- }
- ConvexH *ConvexHDup(ConvexH *src) {
- ConvexH *dst = new ConvexH(src->vertices.count,src->edges.count,src->facets.count);
- memcpy(dst->vertices.element,src->vertices.element,sizeof(float3)*src->vertices.count);
- memcpy(dst->edges.element,src->edges.element,sizeof(HalfEdge)*src->edges.count);
- memcpy(dst->facets.element,src->facets.element,sizeof(Plane)*src->facets.count);
- return dst;
- }
- int PlaneTest(const Plane &p, const REAL3 &v) {
- REAL a = dot(v,p.normal)+p.dist;
- int flag = (a>planetestepsilon)?OVER:((a<-planetestepsilon)?UNDER:COPLANAR);
- return flag;
- }
- int SplitTest(ConvexH &convex,const Plane &plane) {
- int flag=0;
- for(int i=0;i<convex.vertices.count;i++) {
- flag |= PlaneTest(plane,convex.vertices[i]);
- }
- return flag;
- }
- class VertFlag
- {
- public:
- unsigned char planetest;
- unsigned char junk;
- unsigned char undermap;
- unsigned char overmap;
- };
- class EdgeFlag
- {
- public:
- unsigned char planetest;
- unsigned char fixes;
- short undermap;
- short overmap;
- };
- class PlaneFlag
- {
- public:
- unsigned char undermap;
- unsigned char overmap;
- };
- class Coplanar{
- public:
- unsigned short ea;
- unsigned char v0;
- unsigned char v1;
- };
- int AssertIntact(ConvexH &convex) {
- int i;
- int estart=0;
- for(i=0;i<convex.edges.count;i++) {
- if(convex.edges[estart].p!= convex.edges[i].p) {
- estart=i;
- }
- int inext = i+1;
- if(inext>= convex.edges.count || convex.edges[inext].p != convex.edges[i].p) {
- inext = estart;
- }
- assert(convex.edges[inext].p == convex.edges[i].p);
- HalfEdge &edge = convex.edges[i];
- int nb = convex.edges[i].ea;
- assert(nb!=255);
- if(nb==255 || nb==-1) return 0;
- assert(nb!=-1);
- assert(i== convex.edges[nb].ea);
- }
- for(i=0;i<convex.edges.count;i++) {
- assert(COPLANAR==PlaneTest(convex.facets[convex.edges[i].p],convex.vertices[convex.edges[i].v]));
- if(COPLANAR!=PlaneTest(convex.facets[convex.edges[i].p],convex.vertices[convex.edges[i].v])) return 0;
- if(convex.edges[estart].p!= convex.edges[i].p) {
- estart=i;
- }
- int i1 = i+1;
- if(i1>= convex.edges.count || convex.edges[i1].p != convex.edges[i].p) {
- i1 = estart;
- }
- int i2 = i1+1;
- if(i2>= convex.edges.count || convex.edges[i2].p != convex.edges[i].p) {
- i2 = estart;
- }
- if(i==i2) continue; // i sliced tangent to an edge and created 2 meaningless edges
- REAL3 localnormal = TriNormal(convex.vertices[convex.edges[i ].v],
- convex.vertices[convex.edges[i1].v],
- convex.vertices[convex.edges[i2].v]);
- assert(dot(localnormal,convex.facets[convex.edges[i].p].normal)>0);
- if(dot(localnormal,convex.facets[convex.edges[i].p].normal)<=0)return 0;
- }
- return 1;
- }
- // back to back quads
- ConvexH *test_btbq() {
- ConvexH *convex = new ConvexH(4,8,2);
- convex->vertices[0] = REAL3(0,0,0);
- convex->vertices[1] = REAL3(1,0,0);
- convex->vertices[2] = REAL3(1,1,0);
- convex->vertices[3] = REAL3(0,1,0);
- convex->facets[0] = Plane(REAL3(0,0,1),0);
- convex->facets[1] = Plane(REAL3(0,0,-1),0);
- convex->edges[0] = HalfEdge(7,0,0);
- convex->edges[1] = HalfEdge(6,1,0);
- convex->edges[2] = HalfEdge(5,2,0);
- convex->edges[3] = HalfEdge(4,3,0);
- convex->edges[4] = HalfEdge(3,0,1);
- convex->edges[5] = HalfEdge(2,3,1);
- convex->edges[6] = HalfEdge(1,2,1);
- convex->edges[7] = HalfEdge(0,1,1);
- AssertIntact(*convex);
- return convex;
- }
- ConvexH *test_cube() {
- ConvexH *convex = new ConvexH(8,24,6);
- convex->vertices[0] = REAL3(0,0,0);
- convex->vertices[1] = REAL3(0,0,1);
- convex->vertices[2] = REAL3(0,1,0);
- convex->vertices[3] = REAL3(0,1,1);
- convex->vertices[4] = REAL3(1,0,0);
- convex->vertices[5] = REAL3(1,0,1);
- convex->vertices[6] = REAL3(1,1,0);
- convex->vertices[7] = REAL3(1,1,1);
- convex->facets[0] = Plane(REAL3(-1,0,0),0);
- convex->facets[1] = Plane(REAL3(1,0,0),-1);
- convex->facets[2] = Plane(REAL3(0,-1,0),0);
- convex->facets[3] = Plane(REAL3(0,1,0),-1);
- convex->facets[4] = Plane(REAL3(0,0,-1),0);
- convex->facets[5] = Plane(REAL3(0,0,1),-1);
- convex->edges[0 ] = HalfEdge(11,0,0);
- convex->edges[1 ] = HalfEdge(23,1,0);
- convex->edges[2 ] = HalfEdge(15,3,0);
- convex->edges[3 ] = HalfEdge(16,2,0);
- convex->edges[4 ] = HalfEdge(13,6,1);
- convex->edges[5 ] = HalfEdge(21,7,1);
- convex->edges[6 ] = HalfEdge( 9,5,1);
- convex->edges[7 ] = HalfEdge(18,4,1);
- convex->edges[8 ] = HalfEdge(19,0,2);
- convex->edges[9 ] = HalfEdge( 6,4,2);
- convex->edges[10] = HalfEdge(20,5,2);
- convex->edges[11] = HalfEdge( 0,1,2);
- convex->edges[12] = HalfEdge(22,3,3);
- convex->edges[13] = HalfEdge( 4,7,3);
- convex->edges[14] = HalfEdge(17,6,3);
- convex->edges[15] = HalfEdge( 2,2,3);
- convex->edges[16] = HalfEdge( 3,0,4);
- convex->edges[17] = HalfEdge(14,2,4);
- convex->edges[18] = HalfEdge( 7,6,4);
- convex->edges[19] = HalfEdge( 8,4,4);
-
- convex->edges[20] = HalfEdge(10,1,5);
- convex->edges[21] = HalfEdge( 5,5,5);
- convex->edges[22] = HalfEdge(12,7,5);
- convex->edges[23] = HalfEdge( 1,3,5);
-
- return convex;
- }
- ConvexH *ConvexHMakeCube(const REAL3 &bmin, const REAL3 &bmax) {
- ConvexH *convex = test_cube();
- convex->vertices[0] = REAL3(bmin.x,bmin.y,bmin.z);
- convex->vertices[1] = REAL3(bmin.x,bmin.y,bmax.z);
- convex->vertices[2] = REAL3(bmin.x,bmax.y,bmin.z);
- convex->vertices[3] = REAL3(bmin.x,bmax.y,bmax.z);
- convex->vertices[4] = REAL3(bmax.x,bmin.y,bmin.z);
- convex->vertices[5] = REAL3(bmax.x,bmin.y,bmax.z);
- convex->vertices[6] = REAL3(bmax.x,bmax.y,bmin.z);
- convex->vertices[7] = REAL3(bmax.x,bmax.y,bmax.z);
- convex->facets[0] = Plane(REAL3(-1,0,0), bmin.x);
- convex->facets[1] = Plane(REAL3(1,0,0), -bmax.x);
- convex->facets[2] = Plane(REAL3(0,-1,0), bmin.y);
- convex->facets[3] = Plane(REAL3(0,1,0), -bmax.y);
- convex->facets[4] = Plane(REAL3(0,0,-1), bmin.z);
- convex->facets[5] = Plane(REAL3(0,0,1), -bmax.z);
- return convex;
- }
- ConvexH *ConvexHCrop(ConvexH &convex,const Plane &slice)
- {
- int i;
- int vertcountunder=0;
- int vertcountover =0;
- int edgecountunder=0;
- int edgecountover =0;
- int planecountunder=0;
- int planecountover =0;
- static Array<int> vertscoplanar; // existing vertex members of convex that are coplanar
- vertscoplanar.count=0;
- static Array<int> edgesplit; // existing edges that members of convex that cross the splitplane
- edgesplit.count=0;
- assert(convex.edges.count<480);
- EdgeFlag edgeflag[512];
- VertFlag vertflag[256];
- PlaneFlag planeflag[128];
- HalfEdge tmpunderedges[512];
- Plane tmpunderplanes[128];
- Coplanar coplanaredges[512];
- int coplanaredges_num=0;
- Array<REAL3> createdverts;
- // do the side-of-plane tests
- for(i=0;i<convex.vertices.count;i++) {
- vertflag[i].planetest = PlaneTest(slice,convex.vertices[i]);
- if(vertflag[i].planetest == COPLANAR) {
- // ? vertscoplanar.Add(i);
- vertflag[i].undermap = vertcountunder++;
- vertflag[i].overmap = vertcountover++;
- }
- else if(vertflag[i].planetest == UNDER) {
- vertflag[i].undermap = vertcountunder++;
- }
- else {
- assert(vertflag[i].planetest == OVER);
- vertflag[i].overmap = vertcountover++;
- vertflag[i].undermap = -1; // for debugging purposes
- }
- }
- int vertcountunderold = vertcountunder; // for debugging only
- int under_edge_count =0;
- int underplanescount=0;
- int e0=0;
- for(int currentplane=0; currentplane<convex.facets.count; currentplane++) {
- int estart =e0;
- int enextface;
- int planeside = 0;
- int e1 = e0+1;
- int eus=-1;
- int ecop=-1;
- int vout=-1;
- int vin =-1;
- int coplanaredge = -1;
- do{
- if(e1 >= convex.edges.count || convex.edges[e1].p!=currentplane) {
- enextface = e1;
- e1=estart;
- }
- HalfEdge &edge0 = convex.edges[e0];
- HalfEdge &edge1 = convex.edges[e1];
- HalfEdge &edgea = convex.edges[edge0.ea];
- planeside |= vertflag[edge0.v].planetest;
- //if((vertflag[edge0.v].planetest & vertflag[edge1.v].planetest) == COPLANAR) {
- // assert(ecop==-1);
- // ecop=e;
- //}
- if(vertflag[edge0.v].planetest == OVER && vertflag[edge1.v].planetest == OVER){
- // both endpoints over plane
- edgeflag[e0].undermap = -1;
- }
- else if((vertflag[edge0.v].planetest | vertflag[edge1.v].planetest) == UNDER) {
- // at least one endpoint under, the other coplanar or under
-
- edgeflag[e0].undermap = under_edge_count;
- tmpunderedges[under_edge_count].v = vertflag[edge0.v].undermap;
- tmpunderedges[under_edge_count].p = underplanescount;
- if(edge0.ea < e0) {
- // connect the neighbors
- assert(edgeflag[edge0.ea].undermap !=-1);
- tmpunderedges[under_edge_count].ea = edgeflag[edge0.ea].undermap;
- tmpunderedges[edgeflag[edge0.ea].undermap].ea = under_edge_count;
- }
- under_edge_count++;
- }
- else if((vertflag[edge0.v].planetest | vertflag[edge1.v].planetest) == COPLANAR) {
- // both endpoints coplanar
- // must check a 3rd point to see if UNDER
- int e2 = e1+1;
- if(e2>=convex.edges.count || convex.edges[e2].p!=currentplane) {
- e2 = estart;
- }
- assert(convex.edges[e2].p==currentplane);
- HalfEdge &edge2 = convex.edges[e2];
- if(vertflag[edge2.v].planetest==UNDER) {
-
- edgeflag[e0].undermap = under_edge_count;
- tmpunderedges[under_edge_count].v = vertflag[edge0.v].undermap;
- tmpunderedges[under_edge_count].p = underplanescount;
- tmpunderedges[under_edge_count].ea = -1;
- // make sure this edge is added to the "coplanar" list
- coplanaredge = under_edge_count;
- vout = vertflag[edge0.v].undermap;
- vin = vertflag[edge1.v].undermap;
- under_edge_count++;
- }
- else {
- edgeflag[e0].undermap = -1;
- }
- }
- else if(vertflag[edge0.v].planetest == UNDER && vertflag[edge1.v].planetest == OVER) {
- // first is under 2nd is over
-
- edgeflag[e0].undermap = under_edge_count;
- tmpunderedges[under_edge_count].v = vertflag[edge0.v].undermap;
- tmpunderedges[under_edge_count].p = underplanescount;
- if(edge0.ea < e0) {
- assert(edgeflag[edge0.ea].undermap !=-1);
- // connect the neighbors
- tmpunderedges[under_edge_count].ea = edgeflag[edge0.ea].undermap;
- tmpunderedges[edgeflag[edge0.ea].undermap].ea = under_edge_count;
- vout = tmpunderedges[edgeflag[edge0.ea].undermap].v;
- }
- else {
- Plane &p0 = convex.facets[edge0.p];
- Plane &pa = convex.facets[edgea.p];
- createdverts.Add(ThreePlaneIntersection(p0,pa,slice));
- //createdverts.Add(PlaneProject(slice,PlaneLineIntersection(slice,convex.vertices[edge0.v],convex.vertices[edgea.v])));
- //createdverts.Add(PlaneLineIntersection(slice,convex.vertices[edge0.v],convex.vertices[edgea.v]));
- vout = vertcountunder++;
- }
- under_edge_count++;
- /// hmmm something to think about: i might be able to output this edge regarless of
- // wheter or not we know v-in yet. ok i;ll try this now:
- tmpunderedges[under_edge_count].v = vout;
- tmpunderedges[under_edge_count].p = underplanescount;
- tmpunderedges[under_edge_count].ea = -1;
- coplanaredge = under_edge_count;
- under_edge_count++;
- if(vin!=-1) {
- // we previously processed an edge where we came under
- // now we know about vout as well
- // ADD THIS EDGE TO THE LIST OF EDGES THAT NEED NEIGHBOR ON PARTITION PLANE!!
- }
- }
- else if(vertflag[edge0.v].planetest == COPLANAR && vertflag[edge1.v].planetest == OVER) {
- // first is coplanar 2nd is over
-
- edgeflag[e0].undermap = -1;
- vout = vertflag[edge0.v].undermap;
- // I hate this but i have to make sure part of this face is UNDER before ouputting this vert
- int k=estart;
- assert(edge0.p == currentplane);
- while(!(planeside&UNDER) && k<convex.edges.count && convex.edges[k].p==edge0.p) {
- planeside |= vertflag[convex.edges[k].v].planetest;
- k++;
- }
- if(planeside&UNDER){
- tmpunderedges[under_edge_count].v = vout;
- tmpunderedges[under_edge_count].p = underplanescount;
- tmpunderedges[under_edge_count].ea = -1;
- coplanaredge = under_edge_count; // hmmm should make a note of the edge # for later on
- under_edge_count++;
-
- }
- }
- else if(vertflag[edge0.v].planetest == OVER && vertflag[edge1.v].planetest == UNDER) {
- // first is over next is under
- // new vertex!!!
- assert(vin==-1);
- if(e0<edge0.ea) {
- Plane &p0 = convex.facets[edge0.p];
- Plane &pa = convex.facets[edgea.p];
- createdverts.Add(ThreePlaneIntersection(p0,pa,slice));
- //createdverts.Add(PlaneLineIntersection(slice,convex.vertices[edge0.v],convex.vertices[edgea.v]));
- //createdverts.Add(PlaneProject(slice,PlaneLineIntersection(slice,convex.vertices[edge0.v],convex.vertices[edgea.v])));
- vin = vertcountunder++;
- }
- else {
- // find the new vertex that was created by edge[edge0.ea]
- int nea = edgeflag[edge0.ea].undermap;
- assert(tmpunderedges[nea].p==tmpunderedges[nea+1].p);
- vin = tmpunderedges[nea+1].v;
- assert(vin < vertcountunder);
- assert(vin >= vertcountunderold); // for debugging only
- }
- if(vout!=-1) {
- // we previously processed an edge where we went over
- // now we know vin too
- // ADD THIS EDGE TO THE LIST OF EDGES THAT NEED NEIGHBOR ON PARTITION PLANE!!
- }
- // output edge
- tmpunderedges[under_edge_count].v = vin;
- tmpunderedges[under_edge_count].p = underplanescount;
- edgeflag[e0].undermap = under_edge_count;
- if(e0>edge0.ea) {
- assert(edgeflag[edge0.ea].undermap !=-1);
- // connect the neighbors
- tmpunderedges[under_edge_count].ea = edgeflag[edge0.ea].undermap;
- tmpunderedges[edgeflag[edge0.ea].undermap].ea = under_edge_count;
- }
- assert(edgeflag[e0].undermap == under_edge_count);
- under_edge_count++;
- }
- else if(vertflag[edge0.v].planetest == OVER && vertflag[edge1.v].planetest == COPLANAR) {
- // first is over next is coplanar
-
- edgeflag[e0].undermap = -1;
- vin = vertflag[edge1.v].undermap;
- assert(vin!=-1);
- if(vout!=-1) {
- // we previously processed an edge where we came under
- // now we know both endpoints
- // ADD THIS EDGE TO THE LIST OF EDGES THAT NEED NEIGHBOR ON PARTITION PLANE!!
- }
- }
- else {
- assert(0);
- }
-
- e0=e1;
- e1++; // do the modulo at the beginning of the loop
- } while(e0!=estart) ;
- e0 = enextface;
- if(planeside&UNDER) {
- planeflag[currentplane].undermap = underplanescount;
- tmpunderplanes[underplanescount] = convex.facets[currentplane];
- underplanescount++;
- }
- else {
- planeflag[currentplane].undermap = 0;
- }
- if(vout>=0 && (planeside&UNDER)) {
- assert(vin>=0);
- assert(coplanaredge>=0);
- assert(coplanaredge!=511);
- coplanaredges[coplanaredges_num].ea = coplanaredge;
- coplanaredges[coplanaredges_num].v0 = vin;
- coplanaredges[coplanaredges_num].v1 = vout;
- coplanaredges_num++;
- }
- }
- // add the new plane to the mix:
- if(coplanaredges_num>0) {
- tmpunderplanes[underplanescount++]=slice;
- }
- for(i=0;i<coplanaredges_num-1;i++) {
- if(coplanaredges[i].v1 != coplanaredges[i+1].v0) {
- int j = 0;
- for(j=i+2;j<coplanaredges_num;j++) {
- if(coplanaredges[i].v1 == coplanaredges[j].v0) {
- Coplanar tmp = coplanaredges[i+1];
- coplanaredges[i+1] = coplanaredges[j];
- coplanaredges[j] = tmp;
- break;
- }
- }
- if(j>=coplanaredges_num)
- {
- assert(j<coplanaredges_num);
- return NULL;
- }
- }
- }
- ConvexH *punder = new ConvexH(vertcountunder,under_edge_count+coplanaredges_num,underplanescount);
- ConvexH &under = *punder;
- int k=0;
- for(i=0;i<convex.vertices.count;i++) {
- if(vertflag[i].planetest != OVER){
- under.vertices[k++] = convex.vertices[i];
- }
- }
- i=0;
- while(k<vertcountunder) {
- under.vertices[k++] = createdverts[i++];
- }
- assert(i==createdverts.count);
- for(i=0;i<coplanaredges_num;i++) {
- under.edges[under_edge_count+i].p = underplanescount-1;
- under.edges[under_edge_count+i].ea = coplanaredges[i].ea;
- tmpunderedges[coplanaredges[i].ea].ea = under_edge_count+i;
- under.edges[under_edge_count+i].v = coplanaredges[i].v0;
- }
-
- memcpy(under.edges.element,tmpunderedges,sizeof(HalfEdge)*under_edge_count);
- memcpy(under.facets.element,tmpunderplanes,sizeof(Plane)*underplanescount);
- return punder;
- }
- static int candidateplane(Plane *planes,int planes_count,ConvexH *convex,float epsilon)
- {
- int p ;
- REAL md;
- int i;
- for(i=0;i<planes_count;i++)
- {
- REAL d=0;
- for(int j=0;j<convex->vertices.count;j++)
- {
- d = Max(d,dot(convex->vertices[j],planes[i].normal)+planes[i].dist);
- }
- if(i==0 || d>md)
- {
- p=i;
- md=d;
- }
- }
- return (md>epsilon)?p:-1;
- }
- template<class T>
- inline int maxdir(const T *p,int count,const T &dir)
- {
- assert(count);
- int m=0;
- for(int i=1;i<count;i++)
- {
- if(dot(p[i],dir)>dot(p[m],dir)) m=i;
- }
- return m;
- }
- template<class T>
- int maxdirfiltered(const T *p,int count,const T &dir,Array<int> &allow)
- {
- assert(count);
- int m=-1;
- for(int i=0;i<count;i++) if(allow[i])
- {
- if(m==-1 || dot(p[i],dir)>dot(p[m],dir)) m=i;
- }
- assert(m!=-1);
- return m;
- }
- float3 orth(const float3 &v)
- {
- float3 a=cross(v,float3(0,0,1));
- float3 b=cross(v,float3(0,1,0));
- return normalize((magnitude(a)>magnitude(b))?a:b);
- }
- template<class T>
- int maxdirsterid(const T *p,int count,const T &dir,Array<int> &allow)
- {
- int m=-1;
- while(m==-1)
- {
- m = maxdirfiltered(p,count,dir,allow);
- if(allow[m]==3) return m;
- T u = orth(dir);
- T v = cross(u,dir);
- int ma=-1;
- for(float x = 0.0f ; x<= 360.0f ; x+= 45.0f)
- {
- float s = sinf(DEG2RAD*(x));
- float c = cosf(DEG2RAD*(x));
- int mb = maxdirfiltered(p,count,dir+(u*s+v*c)*0.025f,allow);
- if(ma==m && mb==m)
- {
- allow[m]=3;
- return m;
- }
- if(ma!=-1 && ma!=mb) // Yuck - this is really ugly
- {
- int mc = ma;
- for(float xx = x-40.0f ; xx <= x ; xx+= 5.0f)
- {
- float s = sinf(DEG2RAD*(xx));
- float c = cosf(DEG2RAD*(xx));
- int md = maxdirfiltered(p,count,dir+(u*s+v*c)*0.025f,allow);
- if(mc==m && md==m)
- {
- allow[m]=3;
- return m;
- }
- mc=md;
- }
- }
- ma=mb;
- }
- allow[m]=0;
- m=-1;
- }
- assert(0);
- return m;
- }
- int operator ==(const int3 &a,const int3 &b)
- {
- for(int i=0;i<3;i++)
- {
- if(a[i]!=b[i]) return 0;
- }
- return 1;
- }
- int3 roll3(int3 a)
- {
- int tmp=a[0];
- a[0]=a[1];
- a[1]=a[2];
- a[2]=tmp;
- return a;
- }
- int isa(const int3 &a,const int3 &b)
- {
- return ( a==b || roll3(a)==b || a==roll3(b) );
- }
- int b2b(const int3 &a,const int3 &b)
- {
- return isa(a,int3(b[2],b[1],b[0]));
- }
- int above(float3* vertices,const int3& t, const float3 &p, float epsilon)
- {
- float3 n=TriNormal(vertices[t[0]],vertices[t[1]],vertices[t[2]]);
- return (dot(n,p-vertices[t[0]]) > epsilon); // EPSILON???
- }
- int hasedge(const int3 &t, int a,int b)
- {
- for(int i=0;i<3;i++)
- {
- int i1= (i+1)%3;
- if(t[i]==a && t[i1]==b) return 1;
- }
- return 0;
- }
- int hasvert(const int3 &t, int v)
- {
- return (t[0]==v || t[1]==v || t[2]==v) ;
- }
- int shareedge(const int3 &a,const int3 &b)
- {
- int i;
- for(i=0;i<3;i++)
- {
- int i1= (i+1)%3;
- if(hasedge(a,b[i1],b[i])) return 1;
- }
- return 0;
- }
- class Tri;
- Array<Tri*> tris;
- class Tri : public int3
- {
- public:
- int3 n;
- int id;
- int vmax;
- float rise;
- Tri(int a,int b,int c):int3(a,b,c),n(-1,-1,-1)
- {
- id = tris.count;
- tris.Add(this);
- vmax=-1;
- rise = 0.0f;
- }
- ~Tri()
- {
- assert(tris[id]==this);
- tris[id]=NULL;
- }
- int &neib(int a,int b);
- };
- int &Tri::neib(int a,int b)
- {
- static int er=-1;
- int i;
- for(i=0;i<3;i++)
- {
- int i1=(i+1)%3;
- int i2=(i+2)%3;
- if((*this)[i]==a && (*this)[i1]==b) return n[i2];
- if((*this)[i]==b && (*this)[i1]==a) return n[i2];
- }
- assert(0);
- return er;
- }
- void b2bfix(Tri* s,Tri*t)
- {
- int i;
- for(i=0;i<3;i++)
- {
- int i1=(i+1)%3;
- int i2=(i+2)%3;
- int a = (*s)[i1];
- int b = (*s)[i2];
- assert(tris[s->neib(a,b)]->neib(b,a) == s->id);
- assert(tris[t->neib(a,b)]->neib(b,a) == t->id);
- tris[s->neib(a,b)]->neib(b,a) = t->neib(b,a);
- tris[t->neib(b,a)]->neib(a,b) = s->neib(a,b);
- }
- }
- void removeb2b(Tri* s,Tri*t)
- {
- b2bfix(s,t);
- delete s;
- delete t;
- }
- void checkit(Tri *t)
- {
- int i;
- assert(tris[t->id]==t);
- for(i=0;i<3;i++)
- {
- int i1=(i+1)%3;
- int i2=(i+2)%3;
- int a = (*t)[i1];
- int b = (*t)[i2];
- assert(a!=b);
- assert( tris[t->n[i]]->neib(b,a) == t->id);
- }
- }
- void extrude(Tri *t0,int v)
- {
- int3 t= *t0;
- int n = tris.count;
- Tri* ta = new Tri(v,t[1],t[2]);
- ta->n = int3(t0->n[0],n+1,n+2);
- tris[t0->n[0]]->neib(t[1],t[2]) = n+0;
- Tri* tb = new Tri(v,t[2],t[0]);
- tb->n = int3(t0->n[1],n+2,n+0);
- tris[t0->n[1]]->neib(t[2],t[0]) = n+1;
- Tri* tc = new Tri(v,t[0],t[1]);
- tc->n = int3(t0->n[2],n+0,n+1);
- tris[t0->n[2]]->neib(t[0],t[1]) = n+2;
- checkit(ta);
- checkit(tb);
- checkit(tc);
- if(hasvert(*tris[ta->n[0]],v)) removeb2b(ta,tris[ta->n[0]]);
- if(hasvert(*tris[tb->n[0]],v)) removeb2b(tb,tris[tb->n[0]]);
- if(hasvert(*tris[tc->n[0]],v)) removeb2b(tc,tris[tc->n[0]]);
- delete t0;
- }
- Tri *extrudable(float epsilon)
- {
- int i;
- Tri *t=NULL;
- for(i=0;i<tris.count;i++)
- {
- if(!t || (tris[i] && t->rise<tris[i]->rise))
- {
- t = tris[i];
- }
- }
- return (t->rise >epsilon)?t:NULL ;
- }
- class int4
- {
- public:
- int x,y,z,w;
- int4(){};
- int4(int _x,int _y, int _z,int _w){x=_x;y=_y;z=_z;w=_w;}
- const int& operator[](int i) const {return (&x)[i];}
- int& operator[](int i) {return (&x)[i];}
- };
- int4 FindSimplex(float3 *verts,int verts_count,Array<int> &allow)
- {
- float3 basis[3];
- basis[0] = float3( 0.01f, 0.02f, 1.0f );
- int p0 = maxdirsterid(verts,verts_count, basis[0],allow);
- int p1 = maxdirsterid(verts,verts_count,-basis[0],allow);
- basis[0] = verts[p0]-verts[p1];
- if(p0==p1 || basis[0]==float3(0,0,0))
- return int4(-1,-1,-1,-1);
- basis[1] = cross(float3( 1, 0.02f, 0),basis[0]);
- basis[2] = cross(float3(-0.02f, 1, 0),basis[0]);
- basis[1] = normalize( (magnitude(basis[1])>magnitude(basis[2])) ? basis[1]:basis[2]);
- int p2 = maxdirsterid(verts,verts_count,basis[1],allow);
- if(p2 == p0 || p2 == p1)
- {
- p2 = maxdirsterid(verts,verts_count,-basis[1],allow);
- }
- if(p2 == p0 || p2 == p1)
- return int4(-1,-1,-1,-1);
- basis[1] = verts[p2] - verts[p0];
- basis[2] = normalize(cross(basis[1],basis[0]));
- int p3 = maxdirsterid(verts,verts_count,basis[2],allow);
- if(p3==p0||p3==p1||p3==p2) p3 = maxdirsterid(verts,verts_count,-basis[2],allow);
- if(p3==p0||p3==p1||p3==p2)
- return int4(-1,-1,-1,-1);
- assert(!(p0==p1||p0==p2||p0==p3||p1==p2||p1==p3||p2==p3));
- if(dot(verts[p3]-verts[p0],cross(verts[p1]-verts[p0],verts[p2]-verts[p0])) <0) {Swap(p2,p3);}
- return int4(p0,p1,p2,p3);
- }
- int calchullgen(float3 *verts,int verts_count, int vlimit)
- {
- if(verts_count <4) return 0;
- if(vlimit==0) vlimit=1000000000;
- int j;
- float3 bmin(*verts),bmax(*verts);
- Array<int> isextreme(verts_count);
- Array<int> allow(verts_count);
- for(j=0;j<verts_count;j++)
- {
- allow.Add(1);
- isextreme.Add(0);
- bmin = VectorMin(bmin,verts[j]);
- bmax = VectorMax(bmax,verts[j]);
- }
- float epsilon = magnitude(bmax-bmin) * 0.001f;
- int4 p = FindSimplex(verts,verts_count,allow);
- if(p.x==-1) return 0; // simplex failed
- float3 center = (verts[p[0]]+verts[p[1]]+verts[p[2]]+verts[p[3]]) /4.0f; // a valid interior point
- Tri *t0 = new Tri(p[2],p[3],p[1]); t0->n=int3(2,3,1);
- Tri *t1 = new Tri(p[3],p[2],p[0]); t1->n=int3(3,2,0);
- Tri *t2 = new Tri(p[0],p[1],p[3]); t2->n=int3(0,1,3);
- Tri *t3 = new Tri(p[1],p[0],p[2]); t3->n=int3(1,0,2);
- isextreme[p[0]]=isextreme[p[1]]=isextreme[p[2]]=isextreme[p[3]]=1;
- checkit(t0);checkit(t1);checkit(t2);checkit(t3);
- for(j=0;j<tris.count;j++)
- {
- Tri *t=tris[j];
- assert(t);
- assert(t->vmax<0);
- float3 n=TriNormal(verts[(*t)[0]],verts[(*t)[1]],verts[(*t)[2]]);
- t->vmax = maxdirsterid(verts,verts_count,n,allow);
- t->rise = dot(n,verts[t->vmax]-verts[(*t)[0]]);
- }
- Tri *te;
- vlimit-=4;
- while(vlimit >0 && (te=extrudable(epsilon)))
- {
- int3 ti=*te;
- int v=te->vmax;
- assert(!isextreme[v]); // wtf we've already done this vertex
- isextreme[v]=1;
- //if(v==p0 || v==p1 || v==p2 || v==p3) continue; // done these already
- j=tris.count;
- int newstart=j;
- while(j--) {
- if(!tris[j]) continue;
- int3 t=*tris[j];
- if(above(verts,t,verts[v],0.01f*epsilon))
- {
- extrude(tris[j],v);
- }
- }
- // now check for those degenerate cases where we have a flipped triangle or a really skinny triangle
- j=tris.count;
- while(j--)
- {
- if(!tris[j]) continue;
- if(!hasvert(*tris[j],v)) break;
- int3 nt=*tris[j];
- if(above(verts,nt,center,0.01f*epsilon) || magnitude(cross(verts[nt[1]]-verts[nt[0]],verts[nt[2]]-verts[nt[1]]))< epsilon*epsilon*0.1f )
- {
- Tri *nb = tris[tris[j]->n[0]];
- assert(nb);assert(!hasvert(*nb,v));assert(nb->id<j);
- extrude(nb,v);
- j=tris.count;
- }
- }
- j=tris.count;
- while(j--)
- {
- Tri *t=tris[j];
- if(!t) continue;
- if(t->vmax>=0) break;
- float3 n=TriNormal(verts[(*t)[0]],verts[(*t)[1]],verts[(*t)[2]]);
- t->vmax = maxdirsterid(verts,verts_count,n,allow);
- if(isextreme[t->vmax])
- {
- t->vmax=-1; // already done that vertex - algorithm needs to be able to terminate.
- }
- else
- {
- t->rise = dot(n,verts[t->vmax]-verts[(*t)[0]]);
- }
- }
- vlimit --;
- }
- return 1;
- }
- int calchull(float3 *verts,int verts_count, int *&tris_out, int &tris_count,int vlimit)
- {
- int rc=calchullgen(verts,verts_count, vlimit) ;
- if(!rc) return 0;
- Array<int> ts;
- for(int i=0;i<tris.count;i++)if(tris[i])
- {
- for(int j=0;j<3;j++)ts.Add((*tris[i])[j]);
- delete tris[i];
- }
- tris_count = ts.count/3;
- tris_out = ts.element;
- ts.element=NULL; ts.count=ts.array_size=0;
- tris.count=0;
- return 1;
- }
- int calchullpbev(float3 *verts,int verts_count,int vlimit, Array<Plane> &planes,float bevangle)
- {
- int i,j;
- planes.count=0;
- int rc = calchullgen(verts,verts_count,vlimit);
- if(!rc) return 0;
- for(i=0;i<tris.count;i++)if(tris[i])
- {
- Plane p;
- Tri *t = tris[i];
- p.normal = TriNormal(verts[(*t)[0]],verts[(*t)[1]],verts[(*t)[2]]);
- p.dist = -dot(p.normal, verts[(*t)[0]]);
- planes.Add(p);
- for(j=0;j<3;j++)
- {
- if(t->n[j]<t->id) continue;
- Tri *s = tris[t->n[j]];
- REAL3 snormal = TriNormal(verts[(*s)[0]],verts[(*s)[1]],verts[(*s)[2]]);
- if(dot(snormal,p.normal)>=cos(bevangle*DEG2RAD)) continue;
- REAL3 n = normalize(snormal+p.normal);
- planes.Add(Plane(n,-dot(n,verts[maxdir(verts,verts_count,n)])));
- }
- }
- for(i=0;i<tris.count;i++)if(tris[i])
- {
- delete tris[i]; // delete tris[i];
- }
- tris.count=0;
- return 1;
- }
- int overhull(Plane *planes,int planes_count,float3 *verts, int verts_count,int maxplanes,
- float3 *&verts_out, int &verts_count_out, int *&faces_out, int &faces_count_out ,float inflate)
- {
- int i,j;
- if(verts_count <4) return NULL;
- maxplanes = Min(maxplanes,planes_count);
- float3 bmin(verts[0]),bmax(verts[0]);
- for(i=0;i<verts_count;i++)
- {
- bmin = VectorMin(bmin,verts[i]);
- bmax = VectorMax(bmax,verts[i]);
- }
- float diameter = magnitude(bmax-bmin);
- // inflate *=diameter; // RELATIVE INFLATION
- bmin -= float3(inflate,inflate,inflate);
- bmax += float3(inflate,inflate,inflate);
- for(i=0;i<planes_count;i++)
- {
- planes[i].dist -= inflate;
- }
- float3 emin = bmin; // VectorMin(bmin,float3(0,0,0));
- float3 emax = bmax; // VectorMax(bmax,float3(0,0,0));
- float epsilon = magnitude(emax-emin) * 0.025f;
- planetestepsilon = magnitude(emax-emin) * PAPERWIDTH;
- // todo: add bounding cube planes to force bevel. or try instead not adding the diameter expansion ??? must think.
- // ConvexH *convex = ConvexHMakeCube(bmin - float3(diameter,diameter,diameter),bmax+float3(diameter,diameter,diameter));
- ConvexH *c = ConvexHMakeCube(REAL3(bmin),REAL3(bmax));
- int k;
- while(maxplanes-- && (k=candidateplane(planes,planes_count,c,epsilon))>=0)
- {
- ConvexH *tmp = c;
- c = ConvexHCrop(*tmp,planes[k]);
- if(c==NULL) {c=tmp; break;} // might want to debug this case better!!!
- if(!AssertIntact(*c)) {c=tmp; break;} // might want to debug this case better too!!!
- delete tmp;
- }
- assert(AssertIntact(*c));
- //return c;
- faces_out = (int*)malloc(sizeof(int)*(1+c->facets.count+c->edges.count)); // new int[1+c->facets.count+c->edges.count];
- faces_count_out=0;
- i=0;
- faces_out[faces_count_out++]=-1;
- k=0;
- while(i<c->edges.count)
- {
- j=1;
- while(j+i<c->edges.count && c->edges[i].p==c->edges[i+j].p) { j++; }
- faces_out[faces_count_out++]=j;
- while(j--)
- {
- faces_out[faces_count_out++] = c->edges[i].v;
- i++;
- }
- k++;
- }
- faces_out[0]=k; // number of faces.
- assert(k==c->facets.count);
- assert(faces_count_out == 1+c->facets.count+c->edges.count);
- verts_out = c->vertices.element; // new float3[c->vertices.count];
- verts_count_out = c->vertices.count;
- for(i=0;i<c->vertices.count;i++)
- {
- verts_out[i] = float3(c->vertices[i]);
- }
- c->vertices.count=c->vertices.array_size=0; c->vertices.element=NULL;
- delete c;
- return 1;
- }
- int overhullv(float3 *verts, int verts_count,int maxplanes,
- float3 *&verts_out, int &verts_count_out, int *&faces_out, int &faces_count_out ,float inflate,float bevangle,int vlimit)
- {
- if(!verts_count) return 0;
- extern int calchullpbev(float3 *verts,int verts_count,int vlimit, Array<Plane> &planes,float bevangle) ;
- Array<Plane> planes;
- int rc=calchullpbev(verts,verts_count,vlimit,planes,bevangle) ;
- if(!rc) return 0;
- return overhull(planes.element,planes.count,verts,verts_count,maxplanes,verts_out,verts_count_out,faces_out,faces_count_out,inflate);
- }
- bool ComputeHull(unsigned int vcount,const float *vertices,PHullResult &result,unsigned int vlimit,float inflate)
- {
- int index_count;
- int *faces;
- float3 *verts_out;
- int verts_count_out;
- if(inflate==0.0f)
- {
- int *tris_out;
- int tris_count;
- int ret = calchull( (float3 *) vertices, (int) vcount, tris_out, tris_count, vlimit );
- if(!ret) return false;
- result.mIndexCount = (unsigned int) (tris_count*3);
- result.mFaceCount = (unsigned int) tris_count;
- result.mVertices = (float*) vertices;
- result.mVcount = (unsigned int) vcount;
- result.mIndices = (unsigned int *) tris_out;
- return true;
- }
- int ret = overhullv((float3*)vertices,vcount,35,verts_out,verts_count_out,faces,index_count,inflate,120.0f,vlimit);
- if(!ret) return false;
- Array<int3> tris;
- int n=faces[0];
- int k=1;
- for(int i=0;i<n;i++)
- {
- int pn = faces[k++];
- for(int j=2;j<pn;j++) tris.Add(int3(faces[k],faces[k+j-1],faces[k+j]));
- k+=pn;
- }
- assert(tris.count == index_count-1-(n*3));
- result.mIndexCount = (unsigned int) (tris.count*3);
- result.mFaceCount = (unsigned int) tris.count;
- result.mVertices = (float*) verts_out;
- result.mVcount = (unsigned int) verts_count_out;
- result.mIndices = (unsigned int *) tris.element;
- tris.element=NULL; tris.count = tris.array_size=0;
- return true;
- }
- void ReleaseHull(PHullResult &result)
- {
- if ( result.mIndices )
- {
- free(result.mIndices);
- }
- result.mVcount = 0;
- result.mIndexCount = 0;
- result.mIndices = 0;
- result.mVertices = 0;
- result.mIndices = 0;
- }
- //*********************************************************************
- //*********************************************************************
- //******** HullLib header
- //*********************************************************************
- //*********************************************************************
- //*********************************************************************
- //*********************************************************************
- //******** HullLib implementation
- //*********************************************************************
- //*********************************************************************
- HullError HullLibrary::CreateConvexHull(const HullDesc &desc, // describes the input request
- HullResult &result) // contains the resulst
- {
- HullError ret = QE_FAIL;
- PHullResult hr;
- unsigned int vcount = desc.mVcount;
- if ( vcount < 8 ) vcount = 8;
- float *vsource = (float *) malloc( sizeof(float)*vcount*3);
- float scale[3];
- unsigned int ovcount;
- bool ok = CleanupVertices(desc.mVcount,desc.mVertices, desc.mVertexStride, ovcount, vsource, desc.mNormalEpsilon, scale ); // normalize point cloud, remove duplicates!
- if ( ok )
- {
- if ( 1 ) // scale vertices back to their original size.
- {
- for (unsigned int i=0; i<ovcount; i++)
- {
- float *v = &vsource[i*3];
- v[0]*=scale[0];
- v[1]*=scale[1];
- v[2]*=scale[2];
- }
- }
- float skinwidth = 0;
- if ( desc.HasHullFlag(QF_SKIN_WIDTH) )
- skinwidth = desc.mSkinWidth;
- ok = ComputeHull(ovcount,vsource,hr,desc.mMaxVertices,skinwidth);
- if ( ok )
- {
- // re-index triangle mesh so it refers to only used vertices, rebuild a new vertex table.
- float *vscratch = (float *) malloc( sizeof(float)*hr.mVcount*3);
- BringOutYourDead(hr.mVertices,hr.mVcount, vscratch, ovcount, hr.mIndices, hr.mIndexCount );
- ret = QE_OK;
- if ( desc.HasHullFlag(QF_TRIANGLES) ) // if he wants the results as triangle!
- {
- result.mPolygons = false;
- result.mNumOutputVertices = ovcount;
- result.mOutputVertices = (float *)malloc( sizeof(float)*ovcount*3);
- result.mNumFaces = hr.mFaceCount;
- result.mNumIndices = hr.mIndexCount;
- result.mIndices = (unsigned int *) malloc( sizeof(unsigned int)*hr.mIndexCount);
- memcpy(result.mOutputVertices, vscratch, sizeof(float)*3*ovcount );
- if ( desc.HasHullFlag(QF_REVERSE_ORDER) )
- {
- const unsigned int *source = hr.mIndices;
- unsigned int *dest = result.mIndices;
- for (unsigned int i=0; i<hr.mFaceCount; i++)
- {
- dest[0] = source[2];
- dest[1] = source[1];
- dest[2] = source[0];
- dest+=3;
- source+=3;
- }
- }
- else
- {
- memcpy(result.mIndices, hr.mIndices, sizeof(unsigned int)*hr.mIndexCount);
- }
- }
- else
- {
- result.mPolygons = true;
- result.mNumOutputVertices = ovcount;
- result.mOutputVertices = (float *)malloc( sizeof(float)*ovcount*3);
- result.mNumFaces = hr.mFaceCount;
- result.mNumIndices = hr.mIndexCount+hr.mFaceCount;
- result.mIndices = (unsigned int *) malloc( sizeof(unsigned int)*result.mNumIndices);
- memcpy(result.mOutputVertices, vscratch, sizeof(float)*3*ovcount );
- if ( 1 )
- {
- const unsigned int *source = hr.mIndices;
- unsigned int *dest = result.mIndices;
- for (unsigned int i=0; i<hr.mFaceCount; i++)
- {
- dest[0] = 3;
- if ( desc.HasHullFlag(QF_REVERSE_ORDER) )
- {
- dest[1] = source[2];
- dest[2] = source[1];
- dest[3] = source[0];
- }
- else
- {
- dest[1] = source[0];
- dest[2] = source[1];
- dest[3] = source[2];
- }
- dest+=4;
- source+=3;
- }
- }
- }
- ReleaseHull(hr);
- if ( vscratch )
- {
- free(vscratch);
- }
- }
- }
- if ( vsource )
- {
- free(vsource);
- }
- return ret;
- }
- HullError HullLibrary::ReleaseResult(HullResult &result) // release memory allocated for this result, we are done with it.
- {
- if ( result.mOutputVertices )
- {
- free(result.mOutputVertices);
- result.mOutputVertices = 0;
- }
- if ( result.mIndices )
- {
- free(result.mIndices);
- result.mIndices = 0;
- }
- return QE_OK;
- }
- static void AddPoint(unsigned int &vcount,float *p,float x,float y,float z)
- {
- float *dest = &p[vcount*3];
- dest[0] = x;
- dest[1] = y;
- dest[2] = z;
- vcount++;
- }
- float GetDist(float px,float py,float pz,const float *p2)
- {
- float dx = px - p2[0];
- float dy = py - p2[1];
- float dz = pz - p2[2];
- return dx*dx+dy*dy+dz*dz;
- }
- bool HullLibrary::CleanupVertices(unsigned int svcount,
- const float *svertices,
- unsigned int stride,
- unsigned int &vcount, // output number of vertices
- float *vertices, // location to store the results.
- float normalepsilon,
- float *scale)
- {
- if ( svcount == 0 ) return false;
- #define EPSILON 0.000001f // close enough to consider two floating point numbers to be 'the same'.
- bool ret = false;
- vcount = 0;
- float recip[3];
- if ( scale )
- {
- scale[0] = 1;
- scale[1] = 1;
- scale[2] = 1;
- }
- float bmin[3] = { FLT_MAX, FLT_MAX, FLT_MAX };
- float bmax[3] = { -FLT_MAX, -FLT_MAX, -FLT_MAX };
- const char *vtx = (const char *) svertices;
- if ( 1 )
- {
- for (unsigned int i=0; i<svcount; i++)
- {
- const float *p = (const float *) vtx;
- vtx+=stride;
- for (int j=0; j<3; j++)
- {
- if ( p[j] < bmin[j] ) bmin[j] = p[j];
- if ( p[j] > bmax[j] ) bmax[j] = p[j];
- }
- }
- }
- float dx = bmax[0] - bmin[0];
- float dy = bmax[1] - bmin[1];
- float dz = bmax[2] - bmin[2];
- float center[3];
- center[0] = dx*0.5f + bmin[0];
- center[1] = dy*0.5f + bmin[1];
- center[2] = dz*0.5f + bmin[2];
- if ( dx < EPSILON || dy < EPSILON || dz < EPSILON || svcount < 3 )
- {
- float len = FLT_MAX;
- if ( dx > EPSILON && dx < len ) len = dx;
- if ( dy > EPSILON && dy < len ) len = dy;
- if ( dz > EPSILON && dz < len ) len = dz;
- if ( len == FLT_MAX )
- {
- dx = dy = dz = 0.01f; // one centimeter
- }
- else
- {
- if ( dx < EPSILON ) dx = len * 0.05f; // 1/5th the shortest non-zero edge.
- if ( dy < EPSILON ) dy = len * 0.05f;
- if ( dz < EPSILON ) dz = len * 0.05f;
- }
- float x1 = center[0] - dx;
- float x2 = center[0] + dx;
- float y1 = center[1] - dy;
- float y2 = center[1] + dy;
- float z1 = center[2] - dz;
- float z2 = center[2] + dz;
- AddPoint(vcount,vertices,x1,y1,z1);
- AddPoint(vcount,vertices,x2,y1,z1);
- AddPoint(vcount,vertices,x2,y2,z1);
- AddPoint(vcount,vertices,x1,y2,z1);
- AddPoint(vcount,vertices,x1,y1,z2);
- AddPoint(vcount,vertices,x2,y1,z2);
- AddPoint(vcount,vertices,x2,y2,z2);
- AddPoint(vcount,vertices,x1,y2,z2);
- return true; // return cube
- }
- else
- {
- if ( scale )
- {
- scale[0] = dx;
- scale[1] = dy;
- scale[2] = dz;
- recip[0] = 1 / dx;
- recip[1] = 1 / dy;
- recip[2] = 1 / dz;
- center[0]*=recip[0];
- center[1]*=recip[1];
- center[2]*=recip[2];
- }
- }
- vtx = (const char *) svertices;
- for (unsigned int i=0; i<svcount; i++)
- {
- const float *p = (const float *)vtx;
- vtx+=stride;
- float px = p[0];
- float py = p[1];
- float pz = p[2];
- if ( scale )
- {
- px = px*recip[0]; // normalize
- py = py*recip[1]; // normalize
- pz = pz*recip[2]; // normalize
- }
- if ( 1 )
- {
- unsigned int j;
- for (j=0; j<vcount; j++)
- {
- float *v = &vertices[j*3];
- float x = v[0];
- float y = v[1];
- float z = v[2];
- float dx = fabsf(x - px );
- float dy = fabsf(y - py );
- float dz = fabsf(z - pz );
- if ( dx < normalepsilon && dy < normalepsilon && dz < normalepsilon )
- {
- // ok, it is close enough to the old one
- // now let us see if it is further from the center of the point cloud than the one we already recorded.
- // in which case we keep this one instead.
- float dist1 = GetDist(px,py,pz,center);
- float dist2 = GetDist(v[0],v[1],v[2],center);
- if ( dist1 > dist2 )
- {
- v[0] = px;
- v[1] = py;
- v[2] = pz;
- }
- break;
- }
- }
- if ( j == vcount )
- {
- float *dest = &vertices[vcount*3];
- dest[0] = px;
- dest[1] = py;
- dest[2] = pz;
- vcount++;
- }
- }
- }
- // ok..now make sure we didn't prune so many vertices it is now invalid.
- if ( 1 )
- {
- float bmin[3] = { FLT_MAX, FLT_MAX, FLT_MAX };
- float bmax[3] = { -FLT_MAX, -FLT_MAX, -FLT_MAX };
- for (unsigned int i=0; i<vcount; i++)
- {
- const float *p = &vertices[i*3];
- for (int j=0; j<3; j++)
- {
- if ( p[j] < bmin[j] ) bmin[j] = p[j];
- if ( p[j] > bmax[j] ) bmax[j] = p[j];
- }
- }
- float dx = bmax[0] - bmin[0];
- float dy = bmax[1] - bmin[1];
- float dz = bmax[2] - bmin[2];
- if ( dx < EPSILON || dy < EPSILON || dz < EPSILON || vcount < 3)
- {
- float cx = dx*0.5f + bmin[0];
- float cy = dy*0.5f + bmin[1];
- float cz = dz*0.5f + bmin[2];
- float len = FLT_MAX;
- if ( dx >= EPSILON && dx < len ) len = dx;
- if ( dy >= EPSILON && dy < len ) len = dy;
- if ( dz >= EPSILON && dz < len ) len = dz;
- if ( len == FLT_MAX )
- {
- dx = dy = dz = 0.01f; // one centimeter
- }
- else
- {
- if ( dx < EPSILON ) dx = len * 0.05f; // 1/5th the shortest non-zero edge.
- if ( dy < EPSILON ) dy = len * 0.05f;
- if ( dz < EPSILON ) dz = len * 0.05f;
- }
- float x1 = cx - dx;
- float x2 = cx + dx;
- float y1 = cy - dy;
- float y2 = cy + dy;
- float z1 = cz - dz;
- float z2 = cz + dz;
- vcount = 0; // add box
- AddPoint(vcount,vertices,x1,y1,z1);
- AddPoint(vcount,vertices,x2,y1,z1);
- AddPoint(vcount,vertices,x2,y2,z1);
- AddPoint(vcount,vertices,x1,y2,z1);
- AddPoint(vcount,vertices,x1,y1,z2);
- AddPoint(vcount,vertices,x2,y1,z2);
- AddPoint(vcount,vertices,x2,y2,z2);
- AddPoint(vcount,vertices,x1,y2,z2);
- return true;
- }
- }
- return true;
- }
- void HullLibrary::BringOutYourDead(const float *verts,unsigned int vcount, float *overts,unsigned int &ocount,unsigned int *indices,unsigned indexcount)
- {
- unsigned int *used = (unsigned int *)malloc(sizeof(unsigned int)*vcount);
- memset(used,0,sizeof(unsigned int)*vcount);
- ocount = 0;
- for (unsigned int i=0; i<indexcount; i++)
- {
- unsigned int v = indices[i]; // original array index
- assert( v >= 0 && v < vcount );
- if ( used[v] ) // if already remapped
- {
- indices[i] = used[v]-1; // index to new array
- }
- else
- {
- indices[i] = ocount; // new index mapping
- overts[ocount*3+0] = verts[v*3+0]; // copy old vert to new vert array
- overts[ocount*3+1] = verts[v*3+1];
- overts[ocount*3+2] = verts[v*3+2];
- ocount++; // increment output vert count
- assert( ocount >=0 && ocount <= vcount );
- used[v] = ocount; // assign new index remapping
- }
- }
- free(used);
- }
- }
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