Polyhedron.cpp 8.3 KB

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  1. // Copyright (c) 2008-2023 the Urho3D project
  2. // License: MIT
  3. #include "../Precompiled.h"
  4. #include "../Math/Frustum.h"
  5. #include "../Math/Polyhedron.h"
  6. #include "../DebugNew.h"
  7. namespace Urho3D
  8. {
  9. void Polyhedron::Define(const BoundingBox& box)
  10. {
  11. Vector3 vertices[8];
  12. vertices[0] = box.min_;
  13. vertices[1] = Vector3(box.max_.x_, box.min_.y_, box.min_.z_);
  14. vertices[2] = Vector3(box.min_.x_, box.max_.y_, box.min_.z_);
  15. vertices[3] = Vector3(box.max_.x_, box.max_.y_, box.min_.z_);
  16. vertices[4] = Vector3(box.min_.x_, box.min_.y_, box.max_.z_);
  17. vertices[5] = Vector3(box.max_.x_, box.min_.y_, box.max_.z_);
  18. vertices[6] = Vector3(box.min_.x_, box.max_.y_, box.max_.z_);
  19. vertices[7] = box.max_;
  20. faces_.Resize(6);
  21. SetFace(0, vertices[3], vertices[7], vertices[5], vertices[1]);
  22. SetFace(1, vertices[6], vertices[2], vertices[0], vertices[4]);
  23. SetFace(2, vertices[6], vertices[7], vertices[3], vertices[2]);
  24. SetFace(3, vertices[1], vertices[5], vertices[4], vertices[0]);
  25. SetFace(4, vertices[7], vertices[6], vertices[4], vertices[5]);
  26. SetFace(5, vertices[2], vertices[3], vertices[1], vertices[0]);
  27. }
  28. void Polyhedron::Define(const Frustum& frustum)
  29. {
  30. const Vector3* vertices = frustum.vertices_;
  31. faces_.Resize(6);
  32. SetFace(0, vertices[0], vertices[4], vertices[5], vertices[1]);
  33. SetFace(1, vertices[7], vertices[3], vertices[2], vertices[6]);
  34. SetFace(2, vertices[7], vertices[4], vertices[0], vertices[3]);
  35. SetFace(3, vertices[1], vertices[5], vertices[6], vertices[2]);
  36. SetFace(4, vertices[4], vertices[7], vertices[6], vertices[5]);
  37. SetFace(5, vertices[3], vertices[0], vertices[1], vertices[2]);
  38. }
  39. void Polyhedron::AddFace(const Vector3& v0, const Vector3& v1, const Vector3& v2)
  40. {
  41. faces_.Resize(faces_.Size() + 1);
  42. Vector<Vector3>& face = faces_[faces_.Size() - 1];
  43. face.Resize(3);
  44. face[0] = v0;
  45. face[1] = v1;
  46. face[2] = v2;
  47. }
  48. void Polyhedron::AddFace(const Vector3& v0, const Vector3& v1, const Vector3& v2, const Vector3& v3)
  49. {
  50. faces_.Resize(faces_.Size() + 1);
  51. Vector<Vector3>& face = faces_[faces_.Size() - 1];
  52. face.Resize(4);
  53. face[0] = v0;
  54. face[1] = v1;
  55. face[2] = v2;
  56. face[3] = v3;
  57. }
  58. void Polyhedron::AddFace(const Vector<Vector3>& face)
  59. {
  60. faces_.Push(face);
  61. }
  62. void Polyhedron::Clip(const Plane& plane)
  63. {
  64. clippedVertices_.Clear();
  65. for (Vector<Vector3>& face : faces_)
  66. {
  67. Vector3 lastVertex;
  68. float lastDistance = 0.0f;
  69. outFace_.Clear();
  70. for (i32 j = 0; j < face.Size(); ++j)
  71. {
  72. float distance = plane.Distance(face[j]);
  73. if (distance >= 0.0f)
  74. {
  75. if (lastDistance < 0.0f)
  76. {
  77. float t = lastDistance / (lastDistance - distance);
  78. Vector3 clippedVertex = lastVertex + t * (face[j] - lastVertex);
  79. outFace_.Push(clippedVertex);
  80. clippedVertices_.Push(clippedVertex);
  81. }
  82. outFace_.Push(face[j]);
  83. }
  84. else
  85. {
  86. if (lastDistance >= 0.0f && j != 0)
  87. {
  88. float t = lastDistance / (lastDistance - distance);
  89. Vector3 clippedVertex = lastVertex + t * (face[j] - lastVertex);
  90. outFace_.Push(clippedVertex);
  91. clippedVertices_.Push(clippedVertex);
  92. }
  93. }
  94. lastVertex = face[j];
  95. lastDistance = distance;
  96. }
  97. // Recheck the distances of the last and first vertices and add the final clipped vertex if applicable
  98. float distance = plane.Distance(face[0]);
  99. if ((lastDistance < 0.0f && distance >= 0.0f) || (lastDistance >= 0.0f && distance < 0.0f))
  100. {
  101. float t = lastDistance / (lastDistance - distance);
  102. Vector3 clippedVertex = lastVertex + t * (face[0] - lastVertex);
  103. outFace_.Push(clippedVertex);
  104. clippedVertices_.Push(clippedVertex);
  105. }
  106. // Do not keep faces which are less than triangles
  107. if (outFace_.Size() < 3)
  108. outFace_.Clear();
  109. face = outFace_;
  110. }
  111. // Remove empty faces
  112. for (i32 i = faces_.Size() - 1; i >= 0; --i)
  113. {
  114. if (faces_[i].Empty())
  115. faces_.Erase(i);
  116. }
  117. // Create a new face from the clipped vertices. First remove duplicates
  118. for (i32 i = 0; i < clippedVertices_.Size(); ++i)
  119. {
  120. for (i32 j = clippedVertices_.Size() - 1; j > i; --j)
  121. {
  122. if (clippedVertices_[j].Equals(clippedVertices_[i]))
  123. clippedVertices_.Erase(j);
  124. }
  125. }
  126. if (clippedVertices_.Size() > 3)
  127. {
  128. outFace_.Clear();
  129. // Start with the first vertex
  130. outFace_.Push(clippedVertices_.Front());
  131. clippedVertices_.Erase(0);
  132. while (!clippedVertices_.Empty())
  133. {
  134. // Then add the vertex which is closest to the last added
  135. const Vector3& lastAdded = outFace_.Back();
  136. float bestDistance = M_INFINITY;
  137. unsigned bestIndex = 0;
  138. for (i32 i = 0; i < clippedVertices_.Size(); ++i)
  139. {
  140. float distance = (clippedVertices_[i] - lastAdded).LengthSquared();
  141. if (distance < bestDistance)
  142. {
  143. bestDistance = distance;
  144. bestIndex = i;
  145. }
  146. }
  147. outFace_.Push(clippedVertices_[bestIndex]);
  148. clippedVertices_.Erase(bestIndex);
  149. }
  150. faces_.Push(outFace_);
  151. }
  152. }
  153. void Polyhedron::Clip(const Frustum& frustum)
  154. {
  155. for (const auto& plane : frustum.planes_)
  156. Clip(plane);
  157. }
  158. void Polyhedron::Clip(const BoundingBox& box)
  159. {
  160. Vector3 vertices[8];
  161. vertices[0] = box.min_;
  162. vertices[1] = Vector3(box.max_.x_, box.min_.y_, box.min_.z_);
  163. vertices[2] = Vector3(box.min_.x_, box.max_.y_, box.min_.z_);
  164. vertices[3] = Vector3(box.max_.x_, box.max_.y_, box.min_.z_);
  165. vertices[4] = Vector3(box.min_.x_, box.min_.y_, box.max_.z_);
  166. vertices[5] = Vector3(box.max_.x_, box.min_.y_, box.max_.z_);
  167. vertices[6] = Vector3(box.min_.x_, box.max_.y_, box.max_.z_);
  168. vertices[7] = box.max_;
  169. Clip(Plane(vertices[5], vertices[7], vertices[3]));
  170. Clip(Plane(vertices[0], vertices[2], vertices[6]));
  171. Clip(Plane(vertices[3], vertices[7], vertices[6]));
  172. Clip(Plane(vertices[4], vertices[5], vertices[1]));
  173. Clip(Plane(vertices[4], vertices[6], vertices[7]));
  174. Clip(Plane(vertices[1], vertices[3], vertices[2]));
  175. }
  176. void Polyhedron::Clear()
  177. {
  178. faces_.Clear();
  179. }
  180. void Polyhedron::Transform(const Matrix3& transform)
  181. {
  182. for (Vector<Vector3>& face : faces_)
  183. {
  184. for (Vector3& vertex : face)
  185. vertex = transform * vertex;
  186. }
  187. }
  188. void Polyhedron::Transform(const Matrix3x4& transform)
  189. {
  190. for (Vector<Vector3>& face : faces_)
  191. {
  192. for (Vector3& vertex : face)
  193. vertex = transform * vertex;
  194. }
  195. }
  196. Polyhedron Polyhedron::Transformed(const Matrix3& transform) const
  197. {
  198. Polyhedron ret;
  199. ret.faces_.Resize(faces_.Size());
  200. for (i32 i = 0; i < faces_.Size(); ++i)
  201. {
  202. const Vector<Vector3>& face = faces_[i];
  203. Vector<Vector3>& newFace = ret.faces_[i];
  204. newFace.Resize(face.Size());
  205. for (i32 j = 0; j < face.Size(); ++j)
  206. newFace[j] = transform * face[j];
  207. }
  208. return ret;
  209. }
  210. Polyhedron Polyhedron::Transformed(const Matrix3x4& transform) const
  211. {
  212. Polyhedron ret;
  213. ret.faces_.Resize(faces_.Size());
  214. for (i32 i = 0; i < faces_.Size(); ++i)
  215. {
  216. const Vector<Vector3>& face = faces_[i];
  217. Vector<Vector3>& newFace = ret.faces_[i];
  218. newFace.Resize(face.Size());
  219. for (i32 j = 0; j < face.Size(); ++j)
  220. newFace[j] = transform * face[j];
  221. }
  222. return ret;
  223. }
  224. void Polyhedron::SetFace(i32 index, const Vector3& v0, const Vector3& v1, const Vector3& v2)
  225. {
  226. assert(index >= 0);
  227. Vector<Vector3>& face = faces_[index];
  228. face.Resize(3);
  229. face[0] = v0;
  230. face[1] = v1;
  231. face[2] = v2;
  232. }
  233. void Polyhedron::SetFace(i32 index, const Vector3& v0, const Vector3& v1, const Vector3& v2, const Vector3& v3)
  234. {
  235. assert(index >= 0);
  236. Vector<Vector3>& face = faces_[index];
  237. face.Resize(4);
  238. face[0] = v0;
  239. face[1] = v1;
  240. face[2] = v2;
  241. face[3] = v3;
  242. }
  243. }