316 lines
11 KiB
C++
316 lines
11 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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inline double plane3_distance_to_point( const Plane3& plane, const DoubleVector3& point ){
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return vector3_dot( point, plane.normal() ) - plane.dist();
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}
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inline double plane3_distance_to_point( const Plane3& plane, const Vector3& point ){
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return vector3_dot( point, plane.normal() ) - plane.dist();
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}
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/// \brief Returns the point at which \p line intersects \p plane, or an undefined value if there is no intersection.
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inline DoubleVector3 line_intersect_plane( const DoubleLine& line, const Plane3& plane ){
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return line.origin + vector3_scaled(
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line.direction,
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-plane3_distance_to_point( plane, line.origin )
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/ vector3_dot( line.direction, plane.normal() )
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);
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}
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inline bool float_is_largest_absolute( double axis, double other ){
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return fabs( axis ) > fabs( other );
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}
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/// \brief Returns the index of the component of \p v that has the largest absolute value.
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inline int vector3_largest_absolute_component_index( const DoubleVector3& v ){
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return ( float_is_largest_absolute( v[1], v[0] ) )
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? ( float_is_largest_absolute( v[1], v[2] ) )
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? 1
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: 2
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: ( float_is_largest_absolute( v[0], v[2] ) )
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? 0
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: 2;
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}
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/// \brief Returns the infinite line that is the intersection of \p plane and \p other.
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DoubleLine plane3_intersect_plane3( const Plane3& plane, const Plane3& other ){
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DoubleLine line;
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line.direction = vector3_cross( plane.normal(), other.normal() );
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switch ( vector3_largest_absolute_component_index( line.direction ) )
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{
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case 0:
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line.origin.x() = 0;
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line.origin.y() = ( -other.dist() * plane.normal().z() - -plane.dist() * other.normal().z() ) / line.direction.x();
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line.origin.z() = ( -plane.dist() * other.normal().y() - -other.dist() * plane.normal().y() ) / line.direction.x();
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break;
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case 1:
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line.origin.x() = ( -plane.dist() * other.normal().z() - -other.dist() * plane.normal().z() ) / line.direction.y();
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line.origin.y() = 0;
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line.origin.z() = ( -other.dist() * plane.normal().x() - -plane.dist() * other.normal().x() ) / line.direction.y();
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break;
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case 2:
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line.origin.x() = ( -other.dist() * plane.normal().y() - -plane.dist() * other.normal().y() ) / line.direction.z();
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line.origin.y() = ( -plane.dist() * other.normal().x() - -other.dist() * plane.normal().x() ) / line.direction.z();
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line.origin.z() = 0;
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break;
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default:
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break;
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}
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return line;
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}
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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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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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DoubleLine 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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}
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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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#define DEBUG_EPSILON ON_EPSILON
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const double DEBUG_EPSILON_SQUARED = DEBUG_EPSILON * DEBUG_EPSILON;
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#define WINDING_DEBUG 0
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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 );
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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 );
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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( line_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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Ray 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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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] = static_cast<float>( x_sum / ( 3 * area2 ) );
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centroid[remap.y] = static_cast<float>( 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] = static_cast<float>( ray_distance_to_plane( ray, plane ) );
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}
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}
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