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- #include "float_math.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <assert.h>
- #include "planetri.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.
- -----------------------------------------------------------------------*/
- // http://codesuppository.blogspot.com
- //
- // mailto: [email protected]
- //
- // http://www.amillionpixels.us
- //
- static inline float DistToPt(const float *p, const float *plane)
- {
- float x = p[0];
- float y = p[1];
- float z = p[2];
- float d = x * plane[0] + y * plane[1] + z * plane[2] + plane[3];
- return d;
- }
- static PlaneTriResult getSidePlane(const float *p, const float *plane, float epsilon)
- {
- float d = DistToPt(p, plane);
- if ((d + epsilon) > 0)
- return PTR_FRONT; // it is 'in front' within the provided epsilon value.
- return PTR_BACK;
- }
- static void add(const float *p, float *dest, unsigned int tstride, unsigned int &pcount)
- {
- char *d = (char *)dest;
- d = d + pcount * tstride;
- dest = (float *)d;
- dest[0] = p[0];
- dest[1] = p[1];
- dest[2] = p[2];
- pcount++;
- assert(pcount <= 4);
- }
- // assumes that the points are on opposite sides of the plane!
- static void intersect(const float *p1, const float *p2, float *split, const float *plane)
- {
- float dp1 = DistToPt(p1, plane);
- float dir[3];
- dir[0] = p2[0] - p1[0];
- dir[1] = p2[1] - p1[1];
- dir[2] = p2[2] - p1[2];
- float dot1 = dir[0] * plane[0] + dir[1] * plane[1] + dir[2] * plane[2];
- float dot2 = dp1 - plane[3];
- float t = -(plane[3] + dot2) / dot1;
- split[0] = (dir[0] * t) + p1[0];
- split[1] = (dir[1] * t) + p1[1];
- split[2] = (dir[2] * t) + p1[2];
- }
- PlaneTriResult planeTriIntersection(const float *plane, // the plane equation in Ax+By+Cz+D format
- const float *triangle, // the source triangle.
- unsigned int tstride, // stride in bytes of the input and output triangles
- float epsilon, // the co-planer epsilon value.
- float *front, // the triangle in front of the
- unsigned int &fcount, // number of vertices in the 'front' triangle
- float *back, // the triangle in back of the plane
- unsigned int &bcount) // the number of vertices in the 'back' triangle.
- {
- fcount = 0;
- bcount = 0;
- const char *tsource = (const char *)triangle;
- // get the three vertices of the triangle.
- const float *p1 = (const float *)(tsource);
- const float *p2 = (const float *)(tsource + tstride);
- const float *p3 = (const float *)(tsource + tstride * 2);
- PlaneTriResult r1 = getSidePlane(p1, plane, epsilon); // compute the side of the plane each vertex is on
- PlaneTriResult r2 = getSidePlane(p2, plane, epsilon);
- PlaneTriResult r3 = getSidePlane(p3, plane, epsilon);
- if (r1 == r2 && r1 == r3) // if all three vertices are on the same side of the plane.
- {
- if (r1 == PTR_FRONT) // if all three are in front of the plane, then copy to the 'front' output triangle.
- {
- add(p1, front, tstride, fcount);
- add(p2, front, tstride, fcount);
- add(p3, front, tstride, fcount);
- }
- else
- {
- add(p1, back, tstride, bcount); // if all three are in 'abck' then copy to the 'back' output triangle.
- add(p2, back, tstride, bcount);
- add(p3, back, tstride, bcount);
- }
- return r1; // if all three points are on the same side of the plane return result
- }
- // ok.. we need to split the triangle at the plane.
- // First test ray segment P1 to P2
- if (r1 == r2) // if these are both on the same side...
- {
- if (r1 == PTR_FRONT)
- {
- add(p1, front, tstride, fcount);
- add(p2, front, tstride, fcount);
- }
- else
- {
- add(p1, back, tstride, bcount);
- add(p2, back, tstride, bcount);
- }
- }
- else
- {
- float split[3]; // split the point
- intersect(p1, p2, split, plane);
- if (r1 == PTR_FRONT)
- {
- add(p1, front, tstride, fcount);
- add(split, front, tstride, fcount);
- add(split, back, tstride, bcount);
- add(p2, back, tstride, bcount);
- }
- else
- {
- add(p1, back, tstride, bcount);
- add(split, back, tstride, bcount);
- add(split, front, tstride, fcount);
- add(p2, front, tstride, fcount);
- }
- }
- // Next test ray segment P2 to P3
- if (r2 == r3) // if these are both on the same side...
- {
- if (r3 == PTR_FRONT)
- {
- add(p3, front, tstride, fcount);
- }
- else
- {
- add(p3, back, tstride, bcount);
- }
- }
- else
- {
- float split[3]; // split the point
- intersect(p2, p3, split, plane);
- if (r3 == PTR_FRONT)
- {
- add(split, front, tstride, fcount);
- add(split, back, tstride, bcount);
- add(p3, front, tstride, fcount);
- }
- else
- {
- add(split, front, tstride, fcount);
- add(split, back, tstride, bcount);
- add(p3, back, tstride, bcount);
- }
- }
- // Next test ray segment P3 to P1
- if (r3 != r1) // if these are both on the same side...
- {
- float split[3]; // split the point
- intersect(p3, p1, split, plane);
- if (r1 == PTR_FRONT)
- {
- add(split, front, tstride, fcount);
- add(split, back, tstride, bcount);
- }
- else
- {
- add(split, front, tstride, fcount);
- add(split, back, tstride, bcount);
- }
- }
- return PTR_SPLIT;
- }
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