From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- .../doc/html/triangle3d_8h_source.html | 353 --------------------- 1 file changed, 353 deletions(-) delete mode 100644 libraries/irrlicht-1.8/doc/html/triangle3d_8h_source.html (limited to 'libraries/irrlicht-1.8/doc/html/triangle3d_8h_source.html') diff --git a/libraries/irrlicht-1.8/doc/html/triangle3d_8h_source.html b/libraries/irrlicht-1.8/doc/html/triangle3d_8h_source.html deleted file mode 100644 index 04dec68..0000000 --- a/libraries/irrlicht-1.8/doc/html/triangle3d_8h_source.html +++ /dev/null @@ -1,353 +0,0 @@ - - -
- -00001 // Copyright (C) 2002-2012 Nikolaus Gebhardt -00002 // This file is part of the "Irrlicht Engine". -00003 // For conditions of distribution and use, see copyright notice in irrlicht.h -00004 -00005 #ifndef __IRR_TRIANGLE_3D_H_INCLUDED__ -00006 #define __IRR_TRIANGLE_3D_H_INCLUDED__ -00007 -00008 #include "vector3d.h" -00009 #include "line3d.h" -00010 #include "plane3d.h" -00011 #include "aabbox3d.h" -00012 -00013 namespace irr -00014 { -00015 namespace core -00016 { -00017 -00019 template <class T> -00020 class triangle3d -00021 { -00022 public: -00023 -00025 triangle3d() {} -00027 triangle3d(vector3d<T> v1, vector3d<T> v2, vector3d<T> v3) : pointA(v1), pointB(v2), pointC(v3) {} -00028 -00030 bool operator==(const triangle3d<T>& other) const -00031 { -00032 return other.pointA==pointA && other.pointB==pointB && other.pointC==pointC; -00033 } -00034 -00036 bool operator!=(const triangle3d<T>& other) const -00037 { -00038 return !(*this==other); -00039 } -00040 -00042 -00044 bool isTotalInsideBox(const aabbox3d<T>& box) const -00045 { -00046 return (box.isPointInside(pointA) && -00047 box.isPointInside(pointB) && -00048 box.isPointInside(pointC)); -00049 } -00050 -00052 -00054 bool isTotalOutsideBox(const aabbox3d<T>& box) const -00055 { -00056 return ((pointA.X > box.MaxEdge.X && pointB.X > box.MaxEdge.X && pointC.X > box.MaxEdge.X) || -00057 -00058 (pointA.Y > box.MaxEdge.Y && pointB.Y > box.MaxEdge.Y && pointC.Y > box.MaxEdge.Y) || -00059 (pointA.Z > box.MaxEdge.Z && pointB.Z > box.MaxEdge.Z && pointC.Z > box.MaxEdge.Z) || -00060 (pointA.X < box.MinEdge.X && pointB.X < box.MinEdge.X && pointC.X < box.MinEdge.X) || -00061 (pointA.Y < box.MinEdge.Y && pointB.Y < box.MinEdge.Y && pointC.Y < box.MinEdge.Y) || -00062 (pointA.Z < box.MinEdge.Z && pointB.Z < box.MinEdge.Z && pointC.Z < box.MinEdge.Z)); -00063 } -00064 -00066 -00068 core::vector3d<T> closestPointOnTriangle(const core::vector3d<T>& p) const -00069 { -00070 const core::vector3d<T> rab = line3d<T>(pointA, pointB).getClosestPoint(p); -00071 const core::vector3d<T> rbc = line3d<T>(pointB, pointC).getClosestPoint(p); -00072 const core::vector3d<T> rca = line3d<T>(pointC, pointA).getClosestPoint(p); -00073 -00074 const T d1 = rab.getDistanceFrom(p); -00075 const T d2 = rbc.getDistanceFrom(p); -00076 const T d3 = rca.getDistanceFrom(p); -00077 -00078 if (d1 < d2) -00079 return d1 < d3 ? rab : rca; -00080 -00081 return d2 < d3 ? rbc : rca; -00082 } -00083 -00085 /* -00086 \param p Point to test. Assumes that this point is already -00087 on the plane of the triangle. -00088 \return True if the point is inside the triangle, otherwise false. */ -00089 bool isPointInside(const vector3d<T>& p) const -00090 { -00091 vector3d<f64> af64((f64)pointA.X, (f64)pointA.Y, (f64)pointA.Z); -00092 vector3d<f64> bf64((f64)pointB.X, (f64)pointB.Y, (f64)pointB.Z); -00093 vector3d<f64> cf64((f64)pointC.X, (f64)pointC.Y, (f64)pointC.Z); -00094 vector3d<f64> pf64((f64)p.X, (f64)p.Y, (f64)p.Z); -00095 return (isOnSameSide(pf64, af64, bf64, cf64) && -00096 isOnSameSide(pf64, bf64, af64, cf64) && -00097 isOnSameSide(pf64, cf64, af64, bf64)); -00098 } -00099 -00101 -00108 bool isPointInsideFast(const vector3d<T>& p) const -00109 { -00110 const vector3d<T> a = pointC - pointA; -00111 const vector3d<T> b = pointB - pointA; -00112 const vector3d<T> c = p - pointA; -00113 -00114 const f64 dotAA = a.dotProduct( a); -00115 const f64 dotAB = a.dotProduct( b); -00116 const f64 dotAC = a.dotProduct( c); -00117 const f64 dotBB = b.dotProduct( b); -00118 const f64 dotBC = b.dotProduct( c); -00119 -00120 // get coordinates in barycentric coordinate system -00121 const f64 invDenom = 1/(dotAA * dotBB - dotAB * dotAB); -00122 const f64 u = (dotBB * dotAC - dotAB * dotBC) * invDenom; -00123 const f64 v = (dotAA * dotBC - dotAB * dotAC ) * invDenom; -00124 -00125 // We count border-points as inside to keep downward compatibility. -00126 // Rounding-error also needed for some test-cases. -00127 return (u > -ROUNDING_ERROR_f32) && (v >= 0) && (u + v < 1+ROUNDING_ERROR_f32); -00128 -00129 } -00130 -00131 -00133 -00136 bool getIntersectionWithLimitedLine(const line3d<T>& line, -00137 vector3d<T>& outIntersection) const -00138 { -00139 return getIntersectionWithLine(line.start, -00140 line.getVector(), outIntersection) && -00141 outIntersection.isBetweenPoints(line.start, line.end); -00142 } -00143 -00144 -00146 -00154 bool getIntersectionWithLine(const vector3d<T>& linePoint, -00155 const vector3d<T>& lineVect, vector3d<T>& outIntersection) const -00156 { -00157 if (getIntersectionOfPlaneWithLine(linePoint, lineVect, outIntersection)) -00158 return isPointInside(outIntersection); -00159 -00160 return false; -00161 } -00162 -00163 -00165 -00169 bool getIntersectionOfPlaneWithLine(const vector3d<T>& linePoint, -00170 const vector3d<T>& lineVect, vector3d<T>& outIntersection) const -00171 { -00172 // Work with f64 to get more precise results (makes enough difference to be worth the casts). -00173 const vector3d<f64> linePointf64(linePoint.X, linePoint.Y, linePoint.Z); -00174 const vector3d<f64> lineVectf64(lineVect.X, lineVect.Y, lineVect.Z); -00175 vector3d<f64> outIntersectionf64; -00176 -00177 core::triangle3d<irr::f64> trianglef64(vector3d<f64>((f64)pointA.X, (f64)pointA.Y, (f64)pointA.Z) -00178 ,vector3d<f64>((f64)pointB.X, (f64)pointB.Y, (f64)pointB.Z) -00179 , vector3d<f64>((f64)pointC.X, (f64)pointC.Y, (f64)pointC.Z)); -00180 const vector3d<irr::f64> normalf64 = trianglef64.getNormal().normalize(); -00181 f64 t2; -00182 -00183 if ( core::iszero ( t2 = normalf64.dotProduct(lineVectf64) ) ) -00184 return false; -00185 -00186 f64 d = trianglef64.pointA.dotProduct(normalf64); -00187 f64 t = -(normalf64.dotProduct(linePointf64) - d) / t2; -00188 outIntersectionf64 = linePointf64 + (lineVectf64 * t); -00189 -00190 outIntersection.X = (T)outIntersectionf64.X; -00191 outIntersection.Y = (T)outIntersectionf64.Y; -00192 outIntersection.Z = (T)outIntersectionf64.Z; -00193 return true; -00194 } -00195 -00196 -00198 -00199 vector3d<T> getNormal() const -00200 { -00201 return (pointB - pointA).crossProduct(pointC - pointA); -00202 } -00203 -00205 -00210 bool isFrontFacing(const vector3d<T>& lookDirection) const -00211 { -00212 const vector3d<T> n = getNormal().normalize(); -00213 const f32 d = (f32)n.dotProduct(lookDirection); -00214 return F32_LOWER_EQUAL_0(d); -00215 } -00216 -00218 plane3d<T> getPlane() const -00219 { -00220 return plane3d<T>(pointA, pointB, pointC); -00221 } -00222 -00224 T getArea() const -00225 { -00226 return (pointB - pointA).crossProduct(pointC - pointA).getLength() * 0.5f; -00227 -00228 } -00229 -00231 void set(const core::vector3d<T>& a, const core::vector3d<T>& b, const core::vector3d<T>& c) -00232 { -00233 pointA = a; -00234 pointB = b; -00235 pointC = c; -00236 } -00237 -00239 vector3d<T> pointA; -00240 vector3d<T> pointB; -00241 vector3d<T> pointC; -00242 -00243 private: -00244 // Using f64 instead of <T> to avoid integer overflows when T=int (maybe also less floating point troubles). -00245 bool isOnSameSide(const vector3d<f64>& p1, const vector3d<f64>& p2, -00246 const vector3d<f64>& a, const vector3d<f64>& b) const -00247 { -00248 vector3d<f64> bminusa = b - a; -00249 vector3d<f64> cp1 = bminusa.crossProduct(p1 - a); -00250 vector3d<f64> cp2 = bminusa.crossProduct(p2 - a); -00251 f64 res = cp1.dotProduct(cp2); -00252 if ( res < 0 ) -00253 { -00254 // This catches some floating point troubles. -00255 // Unfortunately slightly expensive and we don't really know the best epsilon for iszero. -00256 vector3d<f64> cp1 = bminusa.normalize().crossProduct((p1 - a).normalize()); -00257 if ( core::iszero(cp1.X, (f64)ROUNDING_ERROR_f32) -00258 && core::iszero(cp1.Y, (f64)ROUNDING_ERROR_f32) -00259 && core::iszero(cp1.Z, (f64)ROUNDING_ERROR_f32) ) -00260 { -00261 res = 0.f; -00262 } -00263 } -00264 return (res >= 0.0f); -00265 } -00266 }; -00267 -00268 -00270 typedef triangle3d<f32> triangle3df; -00271 -00273 typedef triangle3d<s32> triangle3di; -00274 -00275 } // end namespace core -00276 } // end namespace irr -00277 -00278 #endif -00279 -