388 lines
13 KiB
C++
388 lines
13 KiB
C++
/*
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Copyright (C) 1999-2006 Id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "winding.h"
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#include <algorithm>
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#include "math/line.h"
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#if 0
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#include "math/aabb.h"
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void windingTestInfinity(){
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static std::size_t windingTestInfinityI = 0;
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static std::size_t windingTestInfinity_badNormal = 0;
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static std::size_t windingTestInfinity_planeOuttaWorld = 0;
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static std::size_t windingTestInfinity_OK = 0;
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static std::size_t windingTestInfinity_FAIL = 0;
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const double maxWorldCoord = 64 * 1024;
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AABB world( g_vector3_identity, Vector3( maxWorldCoord, maxWorldCoord, maxWorldCoord ) );
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Plane3 worldplanes[6];
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aabb_planes( world, worldplanes );
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world.extents += Vector3( 99, 99, 99 );
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const std::size_t iterations = 9999999;
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if( windingTestInfinityI >= iterations )
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return;
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while( windingTestInfinityI < iterations )
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{
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Plane3 plane;
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plane.d = ( (double)rand() / (double)RAND_MAX ) * maxWorldCoord * 2;
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plane.a = ( (double)rand() / (double)RAND_MAX );
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plane.b = ( (double)rand() / (double)RAND_MAX );
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plane.c = ( (double)rand() / (double)RAND_MAX );
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if( vector3_length( plane.normal() ) != 0 ){
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vector3_normalise( plane.normal() );
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}
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else{
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++windingTestInfinity_badNormal;
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continue;
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}
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FixedWinding buffer[2];
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bool swap = false;
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// get a poly that covers an effectively infinite area
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Winding_createInfinite( buffer[swap], plane, maxWorldCoord * 8.0 );
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// chop the poly by positive world box faces
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for ( std::size_t i = 0; i < 3; ++i )
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{
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if( buffer[swap].points.empty() ){
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break;
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}
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buffer[!swap].clear();
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{
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// flip the plane, because we want to keep the back side
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const Plane3 clipPlane( -g_vector3_axes[i], -maxWorldCoord );
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Winding_Clip( buffer[swap], plane, clipPlane, 0, buffer[!swap] );
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}
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swap = !swap;
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}
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if( buffer[swap].points.empty() ){
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++windingTestInfinity_planeOuttaWorld;
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continue;
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}
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++windingTestInfinityI;
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FixedWinding winding;
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// Winding_createInfinite( winding, plane, maxWorldCoord * sqrt( 2.75 ) ); //is ok for normalized vecs inside of Winding_createInfinite
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Winding_createInfinite( winding, plane, maxWorldCoord * 2.22 ); //ok for no normalization
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std::size_t i = 0;
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for( ; i < winding.size(); ++i ){
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for( std::size_t j = 0; j < 6; ++j ){
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if( vector3_dot( winding[i].edge.direction, worldplanes[j].normal() ) != 0 ){
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const DoubleVector3 v = ray_intersect_plane( winding[i].edge, worldplanes[j] );
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if( aabb_intersects_point( world, v ) ){
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// globalWarningStream() << " INFINITE POINT INSIDE WORLD\n";
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++windingTestInfinity_FAIL;
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goto fail;
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}
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}
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}
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}
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if( i == winding.size() ){
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++windingTestInfinity_OK;
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}
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fail:
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;
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}
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globalWarningStream() << windingTestInfinity_badNormal << " windingTestInfinity_badNormal\n";
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globalWarningStream() << windingTestInfinity_planeOuttaWorld << " windingTestInfinity_planeOuttaWorld\n";
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globalWarningStream() << windingTestInfinity_OK << " windingTestInfinity_OK\n";
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globalWarningStream() << windingTestInfinity_FAIL << " windingTestInfinity_FAIL\n";
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}
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#endif
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/// \brief Keep the value of \p infinity as small as possible to improve precision in Winding_Clip.
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void Winding_createInfinite( FixedWinding& winding, const Plane3& plane, double infinity ){
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#if 0
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double max = -infinity;
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int x = -1;
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for ( int i = 0; i < 3; i++ )
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{
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double d = fabs( plane.normal()[i] );
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if ( d > max ) {
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x = i;
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max = d;
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}
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}
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if ( x == -1 ) {
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globalErrorStream() << "invalid plane\n";
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return;
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}
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DoubleVector3 vup = g_vector3_identity;
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switch ( x )
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{
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case 0:
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case 1:
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vup[2] = 1;
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break;
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case 2:
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vup[0] = 1;
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break;
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}
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vector3_add( vup, vector3_scaled( plane.normal(), -vector3_dot( vup, plane.normal() ) ) );
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vector3_normalise( vup );
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DoubleVector3 org = vector3_scaled( plane.normal(), plane.dist() );
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DoubleVector3 vright = vector3_cross( vup, plane.normal() );
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vector3_scale( vup, infinity );
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vector3_scale( vright, infinity );
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// project a really big axis aligned box onto the plane
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DoubleRay r1, r2, r3, r4;
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r1.origin = vector3_added( vector3_subtracted( org, vright ), vup );
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r1.direction = vector3_normalised( vright );
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winding.push_back( FixedWindingVertex( r1.origin, r1, c_brush_maxFaces ) );
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r2.origin = vector3_added( vector3_added( org, vright ), vup );
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r2.direction = vector3_normalised( vector3_negated( vup ) );
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winding.push_back( FixedWindingVertex( r2.origin, r2, c_brush_maxFaces ) );
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r3.origin = vector3_subtracted( vector3_added( org, vright ), vup );
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r3.direction = vector3_normalised( vector3_negated( vright ) );
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winding.push_back( FixedWindingVertex( r3.origin, r3, c_brush_maxFaces ) );
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r4.origin = vector3_subtracted( vector3_subtracted( org, vright ), vup );
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r4.direction = vector3_normalised( vup );
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winding.push_back( FixedWindingVertex( r4.origin, r4, c_brush_maxFaces ) );
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#else
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const auto normal = plane.normal();
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const auto maxi = vector3_max_abs_component_index( normal );
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if ( !std::isnormal( normal[maxi] ) ) {
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globalErrorStream() << "invalid plane\n";
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return;
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}
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const DoubleVector3 vup0 = ( maxi == 2 )? DoubleVector3( 0, -normal[2], normal[1] )
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: DoubleVector3( -normal[1], normal[0], 0 );
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const DoubleVector3 vright0 = vector3_cross( vup0, normal );
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const DoubleVector3 org = normal * plane.dist();
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const DoubleVector3 vup = vup0 * infinity * 2.22;
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const DoubleVector3 vright = vright0 * infinity * 2.22;
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// project a really big axis aligned box onto the plane
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DoubleRay ray;
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ray.origin = org - vright + vup;
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ray.direction = vector3_normalised( vright0 );
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winding.push_back( FixedWindingVertex( ray.origin, ray, c_brush_maxFaces ) );
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ray.origin = org + vright + vup;
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ray.direction = vector3_normalised( -vup0 );
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winding.push_back( FixedWindingVertex( ray.origin, ray, c_brush_maxFaces ) );
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ray.origin = org + vright - vup;
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ray.direction = vector3_normalised( -vright0 );
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winding.push_back( FixedWindingVertex( ray.origin, ray, c_brush_maxFaces ) );
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ray.origin = org - vright - vup;
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ray.direction = vector3_normalised( vup0 );
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winding.push_back( FixedWindingVertex( ray.origin, ray, c_brush_maxFaces ) );
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#endif
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}
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inline PlaneClassification Winding_ClassifyDistance( const double distance, const double epsilon ){
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if ( distance > epsilon ) {
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return ePlaneFront;
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}
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if ( distance < -epsilon ) {
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return ePlaneBack;
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}
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return ePlaneOn;
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}
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/// \brief Returns true if
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/// !flipped && winding is completely BACK or ON
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/// or flipped && winding is completely FRONT or ON
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bool Winding_TestPlane( const Winding& winding, const Plane3& plane, bool flipped ){
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const int test = ( flipped ) ? ePlaneBack : ePlaneFront;
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for ( Winding::const_iterator i = winding.begin(); i != winding.end(); ++i )
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{
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if ( test == Winding_ClassifyDistance( plane3_distance_to_point( plane, ( *i ).vertex ), ON_EPSILON ) ) {
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return false;
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}
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}
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return true;
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}
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/// \brief Returns true if any point in \p w1 is in front of plane2, or any point in \p w2 is in front of plane1
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bool Winding_PlanesConcave( const Winding& w1, const Winding& w2, const Plane3& plane1, const Plane3& plane2 ){
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return !Winding_TestPlane( w1, plane2, false ) || !Winding_TestPlane( w2, plane1, false );
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}
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brushsplit_t Winding_ClassifyPlane( const Winding& winding, const Plane3& plane ){
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brushsplit_t split;
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for ( Winding::const_iterator i = winding.begin(); i != winding.end(); ++i )
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{
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++split.counts[Winding_ClassifyDistance( plane3_distance_to_point( plane, ( *i ).vertex ), ON_EPSILON )];
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}
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return split;
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}
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void WindingVertex_ClassifyPlane( const DoubleVector3& vertex, const Plane3& plane, brushsplit_t& split ){
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++split.counts[Winding_ClassifyDistance( plane3_distance_to_point( plane, vertex ), ON_EPSILON )];
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}
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const double ON_EPSILON_CLIP = 1.0 / ( 1 << 12 );
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/// \brief Clip \p winding which lies on \p plane by \p clipPlane, resulting in \p clipped.
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/// If \p winding is completely in front of the plane, \p clipped will be identical to \p winding.
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/// If \p winding is completely in back of the plane, \p clipped will be empty.
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/// If \p winding intersects the plane, the edge of \p clipped which lies on \p clipPlane will store the value of \p adjacent.
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void Winding_Clip( const FixedWinding& winding, const Plane3& plane, const Plane3& clipPlane, std::size_t adjacent, FixedWinding& clipped ){
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PlaneClassification classification = Winding_ClassifyDistance( plane3_distance_to_point( clipPlane, winding.back().vertex ), ON_EPSILON_CLIP );
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PlaneClassification nextClassification;
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// for each edge
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for ( std::size_t next = 0, i = winding.size() - 1; next != winding.size(); i = next, ++next, classification = nextClassification )
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{
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nextClassification = Winding_ClassifyDistance( plane3_distance_to_point( clipPlane, winding[next].vertex ), ON_EPSILON_CLIP );
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const FixedWindingVertex& vertex = winding[i];
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// if first vertex of edge is ON
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if ( classification == ePlaneOn ) {
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// append first vertex to output winding
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if ( nextClassification == ePlaneBack ) {
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// this edge lies on the clip plane
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clipped.push_back( FixedWindingVertex( vertex.vertex, plane3_intersect_plane3( plane, clipPlane ), adjacent ) );
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}
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else
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{
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clipped.push_back( vertex );
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}
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continue;
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}
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// if first vertex of edge is FRONT
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if ( classification == ePlaneFront ) {
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// add first vertex to output winding
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clipped.push_back( vertex );
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}
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// if second vertex of edge is ON
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if ( nextClassification == ePlaneOn ) {
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continue;
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}
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// else if second vertex of edge is same as first
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else if ( nextClassification == classification ) {
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continue;
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}
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// else if first vertex of edge is FRONT and there are only two edges
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else if ( classification == ePlaneFront && winding.size() == 2 ) {
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continue;
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}
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// else first vertex is FRONT and second is BACK or vice versa
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else
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{
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// append intersection point of line and plane to output winding
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DoubleVector3 mid( ray_intersect_plane( vertex.edge, clipPlane ) );
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if ( classification == ePlaneFront ) {
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// this edge lies on the clip plane
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clipped.push_back( FixedWindingVertex( mid, plane3_intersect_plane3( plane, clipPlane ), adjacent ) );
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}
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else
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{
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clipped.push_back( FixedWindingVertex( mid, vertex.edge, vertex.adjacent ) );
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}
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}
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}
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}
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std::size_t Winding_FindAdjacent( const Winding& winding, std::size_t face ){
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for ( std::size_t i = 0; i < winding.numpoints; ++i )
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{
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ASSERT_MESSAGE( winding[i].adjacent != c_brush_maxFaces, "edge connectivity data is invalid" );
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if ( winding[i].adjacent == face ) {
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return i;
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}
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}
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return c_brush_maxFaces;
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}
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std::size_t Winding_Opposite( const Winding& winding, const std::size_t index, const std::size_t other ){
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ASSERT_MESSAGE( index < winding.numpoints && other < winding.numpoints, "Winding_Opposite: index out of range" );
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double dist_best = 0;
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std::size_t index_best = c_brush_maxFaces;
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const DoubleRay edge( ray_for_points( winding[index].vertex, winding[other].vertex ) );
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for ( std::size_t i = 0; i < winding.numpoints; ++i )
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{
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if ( i == index || i == other ) {
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continue;
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}
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const double dist_squared = ray_squared_distance_to_point( edge, winding[i].vertex );
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if ( dist_squared > dist_best ) {
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dist_best = dist_squared;
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index_best = i;
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}
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}
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return index_best;
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}
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std::size_t Winding_Opposite( const Winding& winding, const std::size_t index ){
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return Winding_Opposite( winding, index, Winding_next( winding, index ) );
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}
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/// \brief Calculate the \p centroid of the polygon defined by \p winding which lies on plane \p plane.
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void Winding_Centroid( const Winding& winding, const Plane3& plane, Vector3& centroid ){
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double area2 = 0, x_sum = 0, y_sum = 0;
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const ProjectionAxis axis = projectionaxis_for_normal( plane.normal() );
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const indexremap_t remap = indexremap_for_projectionaxis( axis );
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for ( std::size_t i = winding.numpoints - 1, j = 0; j < winding.numpoints; i = j, ++j )
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{
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const double ai = winding[i].vertex[remap.x] * winding[j].vertex[remap.y] - winding[j].vertex[remap.x] * winding[i].vertex[remap.y];
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area2 += ai;
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x_sum += ( winding[j].vertex[remap.x] + winding[i].vertex[remap.x] ) * ai;
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y_sum += ( winding[j].vertex[remap.y] + winding[i].vertex[remap.y] ) * ai;
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}
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centroid[remap.x] = x_sum / ( 3 * area2 );
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centroid[remap.y] = y_sum / ( 3 * area2 );
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{
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Ray ray( Vector3( 0, 0, 0 ), Vector3( 0, 0, 0 ) );
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ray.origin[remap.x] = centroid[remap.x];
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ray.origin[remap.y] = centroid[remap.y];
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ray.direction[remap.z] = 1;
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centroid[remap.z] = ray_distance_to_plane( ray, plane );
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}
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// windingTestInfinity();
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}
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