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author | dan miller | 2007-11-05 18:05:21 +0000 |
---|---|---|
committer | dan miller | 2007-11-05 18:05:21 +0000 |
commit | c1d05740e5f36bea303db7c810a81382663b7e13 (patch) | |
tree | 4894fee91c3d8069866f3878dbf75e0171fd6b48 /OpenSim/Region | |
parent | * Reverted local xsd copy (diff) | |
download | opensim-SC-c1d05740e5f36bea303db7c810a81382663b7e13.zip opensim-SC-c1d05740e5f36bea303db7c810a81382663b7e13.tar.gz opensim-SC-c1d05740e5f36bea303db7c810a81382663b7e13.tar.bz2 opensim-SC-c1d05740e5f36bea303db7c810a81382663b7e13.tar.xz |
adding missing ODE files for mesh
Diffstat (limited to 'OpenSim/Region')
-rwxr-xr-x | OpenSim/Region/Physics/OdePlugin/Meshing/Extruder.cs | 83 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/OdePlugin/Meshing/Mesh.cs | 197 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/OdePlugin/Meshing/SimpleHull.cs | 363 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/OdePlugin/Meshing/Simplex.cs | 198 |
4 files changed, 841 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/Meshing/Extruder.cs b/OpenSim/Region/Physics/OdePlugin/Meshing/Extruder.cs new file mode 100755 index 0000000..497e039 --- /dev/null +++ b/OpenSim/Region/Physics/OdePlugin/Meshing/Extruder.cs | |||
@@ -0,0 +1,83 @@ | |||
1 | using System; | ||
2 | using System.Collections.Generic; | ||
3 | using System.Text; | ||
4 | |||
5 | namespace OpenSim.Region.Physics.OdePlugin.Meshing | ||
6 | { | ||
7 | class Extruder | ||
8 | { | ||
9 | public float startParameter; | ||
10 | public float stopParameter; | ||
11 | public Manager.PhysicsVector size; | ||
12 | |||
13 | public Mesh Extrude(Mesh m) | ||
14 | { | ||
15 | // Currently only works for iSteps=1; | ||
16 | Mesh result = new Mesh(); | ||
17 | |||
18 | Mesh workingPlus = m.Clone(); | ||
19 | Mesh workingMinus = m.Clone(); | ||
20 | |||
21 | foreach (Vertex v in workingPlus.vertices) | ||
22 | { | ||
23 | if (v == null) | ||
24 | continue; | ||
25 | |||
26 | v.Z = +.5f; | ||
27 | v.X *= size.X; | ||
28 | v.Y *= size.Y; | ||
29 | v.Z *= size.Z; | ||
30 | } | ||
31 | |||
32 | foreach (Vertex v in workingMinus.vertices) | ||
33 | { | ||
34 | if (v == null) | ||
35 | continue; | ||
36 | |||
37 | v.Z = -.5f; | ||
38 | v.X *= size.X; | ||
39 | v.Y *= size.Y; | ||
40 | v.Z *= size.Z; | ||
41 | } | ||
42 | |||
43 | foreach (Triangle t in workingMinus.triangles) | ||
44 | { | ||
45 | t.invertNormal(); | ||
46 | } | ||
47 | |||
48 | result.Append(workingMinus); | ||
49 | result.Append(workingPlus); | ||
50 | |||
51 | int iLastNull = 0; | ||
52 | for (int i = 0; i < workingPlus.vertices.Count; i++) | ||
53 | { | ||
54 | int iNext = (i + 1); | ||
55 | |||
56 | if (workingPlus.vertices[i] == null) // Can't make a simplex here | ||
57 | { | ||
58 | iLastNull = i+1; | ||
59 | continue; | ||
60 | } | ||
61 | |||
62 | if (i == workingPlus.vertices.Count-1) // End of list | ||
63 | { | ||
64 | iNext = iLastNull; | ||
65 | } | ||
66 | |||
67 | if (workingPlus.vertices[iNext] == null) // Null means wrap to begin of last segment | ||
68 | { | ||
69 | iNext = iLastNull; | ||
70 | } | ||
71 | |||
72 | Triangle tSide; | ||
73 | tSide = new Triangle(workingPlus.vertices[i], workingMinus.vertices[i], workingPlus.vertices[iNext]); | ||
74 | result.Add(tSide); | ||
75 | |||
76 | tSide = new Triangle(workingPlus.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]); | ||
77 | result.Add(tSide); | ||
78 | } | ||
79 | |||
80 | return result; | ||
81 | } | ||
82 | } | ||
83 | } | ||
diff --git a/OpenSim/Region/Physics/OdePlugin/Meshing/Mesh.cs b/OpenSim/Region/Physics/OdePlugin/Meshing/Mesh.cs new file mode 100755 index 0000000..5a51703 --- /dev/null +++ b/OpenSim/Region/Physics/OdePlugin/Meshing/Mesh.cs | |||
@@ -0,0 +1,197 @@ | |||
1 | using System; | ||
2 | using System.IO; | ||
3 | using System.Collections.Generic; | ||
4 | using System.Text; | ||
5 | |||
6 | using System.Runtime.InteropServices; | ||
7 | |||
8 | |||
9 | using OpenSim.Region.Physics.Manager; | ||
10 | |||
11 | namespace OpenSim.Region.Physics.OdePlugin.Meshing | ||
12 | { | ||
13 | public class Mesh | ||
14 | { | ||
15 | public List<Vertex> vertices; | ||
16 | public List<Triangle> triangles; | ||
17 | |||
18 | public float[] normals; | ||
19 | |||
20 | public Mesh() | ||
21 | { | ||
22 | vertices = new List<Vertex>(); | ||
23 | triangles = new List<Triangle>(); | ||
24 | } | ||
25 | |||
26 | public Mesh Clone() | ||
27 | { | ||
28 | Mesh result = new Mesh(); | ||
29 | |||
30 | foreach (Vertex v in vertices) | ||
31 | { | ||
32 | if (v == null) | ||
33 | result.vertices.Add(null); | ||
34 | else | ||
35 | result.vertices.Add(v.Clone()); | ||
36 | } | ||
37 | |||
38 | foreach (Triangle t in triangles) | ||
39 | { | ||
40 | int iV1, iV2, iV3; | ||
41 | iV1 = this.vertices.IndexOf(t.v1); | ||
42 | iV2 = this.vertices.IndexOf(t.v2); | ||
43 | iV3 = this.vertices.IndexOf(t.v3); | ||
44 | |||
45 | Triangle newT = new Triangle(result.vertices[iV1], result.vertices[iV2], result.vertices[iV3]); | ||
46 | result.Add(newT); | ||
47 | } | ||
48 | |||
49 | return result; | ||
50 | } | ||
51 | |||
52 | |||
53 | |||
54 | public void Add(Triangle triangle) | ||
55 | { | ||
56 | int i; | ||
57 | i = vertices.IndexOf(triangle.v1); | ||
58 | if (i < 0) | ||
59 | throw new ArgumentException("Vertex v1 not known to mesh"); | ||
60 | i = vertices.IndexOf(triangle.v2); | ||
61 | if (i < 0) | ||
62 | throw new ArgumentException("Vertex v2 not known to mesh"); | ||
63 | i = vertices.IndexOf(triangle.v3); | ||
64 | if (i < 0) | ||
65 | throw new ArgumentException("Vertex v3 not known to mesh"); | ||
66 | |||
67 | triangles.Add(triangle); | ||
68 | } | ||
69 | |||
70 | public void Add(Vertex v) | ||
71 | { | ||
72 | vertices.Add(v); | ||
73 | } | ||
74 | |||
75 | public void Remove(Vertex v) | ||
76 | { | ||
77 | int i; | ||
78 | |||
79 | // First, remove all triangles that are build on v | ||
80 | for (i = 0; i < triangles.Count; i++) | ||
81 | { | ||
82 | Triangle t = triangles[i]; | ||
83 | if (t.v1 == v || t.v2 == v || t.v3 == v) | ||
84 | { | ||
85 | triangles.RemoveAt(i); | ||
86 | i--; | ||
87 | } | ||
88 | } | ||
89 | |||
90 | // Second remove v itself | ||
91 | vertices.Remove(v); | ||
92 | } | ||
93 | |||
94 | public void RemoveTrianglesOutside(SimpleHull hull) | ||
95 | { | ||
96 | int i; | ||
97 | |||
98 | for (i = 0; i < triangles.Count; i++) | ||
99 | { | ||
100 | Triangle t = triangles[i]; | ||
101 | Vertex v1 = t.v1; | ||
102 | Vertex v2 = t.v2; | ||
103 | Vertex v3 = t.v3; | ||
104 | PhysicsVector m = v1 + v2 + v3; | ||
105 | m /= 3.0f; | ||
106 | if (!hull.IsPointIn(new Vertex(m))) | ||
107 | { | ||
108 | triangles.RemoveAt(i); | ||
109 | i--; | ||
110 | } | ||
111 | } | ||
112 | } | ||
113 | |||
114 | |||
115 | public void Add(List<Vertex> lv) | ||
116 | { | ||
117 | foreach (Vertex v in lv) | ||
118 | { | ||
119 | vertices.Add(v); | ||
120 | } | ||
121 | } | ||
122 | |||
123 | public float[] getVertexListAsFloat() | ||
124 | { | ||
125 | float[] result = new float[vertices.Count * 3]; | ||
126 | for (int i = 0; i < vertices.Count; i++) | ||
127 | { | ||
128 | Vertex v = vertices[i]; | ||
129 | if (v == null) | ||
130 | continue; | ||
131 | result[3 * i + 0] = v.X; | ||
132 | result[3 * i + 1] = v.Y; | ||
133 | result[3 * i + 2] = v.Z; | ||
134 | } | ||
135 | GCHandle.Alloc(result, GCHandleType.Pinned); | ||
136 | return result; | ||
137 | } | ||
138 | |||
139 | public int[] getIndexListAsInt() | ||
140 | { | ||
141 | int[] result = new int[triangles.Count * 3]; | ||
142 | for (int i = 0; i < triangles.Count; i++) | ||
143 | { | ||
144 | Triangle t = triangles[i]; | ||
145 | result[3 * i + 0] = vertices.IndexOf(t.v1); | ||
146 | result[3 * i + 1] = vertices.IndexOf(t.v2); | ||
147 | result[3 * i + 2] = vertices.IndexOf(t.v3); | ||
148 | } | ||
149 | GCHandle.Alloc(result, GCHandleType.Pinned); | ||
150 | return result; | ||
151 | } | ||
152 | |||
153 | |||
154 | public void Append(Mesh newMesh) | ||
155 | { | ||
156 | foreach (Vertex v in newMesh.vertices) | ||
157 | vertices.Add(v); | ||
158 | |||
159 | foreach (Triangle t in newMesh.triangles) | ||
160 | Add(t); | ||
161 | |||
162 | } | ||
163 | |||
164 | // Do a linear transformation of mesh. | ||
165 | public void TransformLinear(float[,] matrix, float[] offset) | ||
166 | { | ||
167 | foreach (Vertex v in vertices) | ||
168 | { | ||
169 | if (v == null) | ||
170 | continue; | ||
171 | float x, y, z; | ||
172 | x = v.X * matrix[0, 0] + v.Y * matrix[1, 0] + v.Z * matrix[2, 0]; | ||
173 | y = v.X * matrix[0, 1] + v.Y * matrix[1, 1] + v.Z * matrix[2, 1]; | ||
174 | z = v.X * matrix[0, 2] + v.Y * matrix[1, 2] + v.Z * matrix[2, 2]; | ||
175 | v.X = x + offset[0]; | ||
176 | v.Y = y + offset[1]; | ||
177 | v.Z = z + offset[2]; | ||
178 | } | ||
179 | } | ||
180 | |||
181 | public void DumpRaw(String path, String name, String title) | ||
182 | { | ||
183 | if (path == null) | ||
184 | return; | ||
185 | String fileName = name + "_" + title + ".raw"; | ||
186 | String completePath = Path.Combine(path, fileName); | ||
187 | StreamWriter sw = new StreamWriter(completePath); | ||
188 | foreach (Triangle t in triangles) | ||
189 | { | ||
190 | String s = t.ToStringRaw(); | ||
191 | sw.WriteLine(s); | ||
192 | } | ||
193 | sw.Close(); | ||
194 | } | ||
195 | } | ||
196 | |||
197 | } | ||
diff --git a/OpenSim/Region/Physics/OdePlugin/Meshing/SimpleHull.cs b/OpenSim/Region/Physics/OdePlugin/Meshing/SimpleHull.cs new file mode 100755 index 0000000..2caa818 --- /dev/null +++ b/OpenSim/Region/Physics/OdePlugin/Meshing/SimpleHull.cs | |||
@@ -0,0 +1,363 @@ | |||
1 | using System; | ||
2 | using System.Collections.Generic; | ||
3 | using System.Text; | ||
4 | |||
5 | using OpenSim.Framework.Console; | ||
6 | |||
7 | namespace OpenSim.Region.Physics.OdePlugin.Meshing | ||
8 | { | ||
9 | // A simple hull is a set of vertices building up to simplices that border a region | ||
10 | // The word simple referes to the fact, that this class assumes, that all simplices | ||
11 | // do not intersect | ||
12 | // Simple hulls can be added and subtracted. | ||
13 | // Vertices can be checked to lie inside a hull | ||
14 | // Also note, that the sequence of the vertices is important and defines if the region that | ||
15 | // is defined by the hull lies inside or outside the simplex chain | ||
16 | public class SimpleHull | ||
17 | { | ||
18 | List<Vertex> vertices = new List<Vertex>(); | ||
19 | List<Vertex> holeVertices = new List<Vertex>(); // Only used, when the hull is hollow | ||
20 | |||
21 | // Adds a vertex to the end of the list | ||
22 | public void AddVertex(Vertex v) { | ||
23 | vertices.Add(v); | ||
24 | } | ||
25 | |||
26 | override public String ToString() | ||
27 | { | ||
28 | String result=""; | ||
29 | foreach (Vertex v in vertices) | ||
30 | { | ||
31 | result += "b:" + v.ToString() + "\n"; | ||
32 | } | ||
33 | |||
34 | return result; | ||
35 | } | ||
36 | |||
37 | |||
38 | public List<Vertex> getVertices() { | ||
39 | List<Vertex> newVertices = new List<Vertex>(); | ||
40 | |||
41 | newVertices.AddRange(vertices); | ||
42 | newVertices.Add(null); | ||
43 | newVertices.AddRange(holeVertices); | ||
44 | |||
45 | return newVertices; | ||
46 | } | ||
47 | |||
48 | public SimpleHull Clone() | ||
49 | { | ||
50 | SimpleHull result = new SimpleHull(); | ||
51 | foreach (Vertex v in vertices) | ||
52 | { | ||
53 | result.AddVertex(v.Clone()); | ||
54 | } | ||
55 | |||
56 | foreach (Vertex v in this.holeVertices) | ||
57 | { | ||
58 | result.holeVertices.Add(v.Clone()); | ||
59 | } | ||
60 | |||
61 | return result; | ||
62 | } | ||
63 | |||
64 | public bool IsPointIn(Vertex v1) | ||
65 | { | ||
66 | int iCounter=0; | ||
67 | List<Simplex> simplices=buildSimplexList(); | ||
68 | foreach (Simplex s in simplices) | ||
69 | { | ||
70 | // Send a ray along the positive X-Direction | ||
71 | // Note, that this direction must correlate with the "below" interpretation | ||
72 | // of handling for the special cases below | ||
73 | Manager.PhysicsVector intersection = s.RayIntersect(v1, new Manager.PhysicsVector(1.0f, 0.0f, 0.0f), true); | ||
74 | |||
75 | if (intersection == null) | ||
76 | continue; // No intersection. Done. More tests to follow otherwise | ||
77 | |||
78 | // Did we hit the end of a simplex? | ||
79 | // Then this can be one of two special cases: | ||
80 | // 1. we go through a border exactly at a joint | ||
81 | // 2. we have just marginally touched a corner | ||
82 | // 3. we can slide along a border | ||
83 | // Solution: If the other vertex is "below" the ray, we don't count it | ||
84 | // Thus corners pointing down are counted twice, corners pointing up are not counted | ||
85 | // borders are counted once | ||
86 | if (intersection.IsIdentical(s.v1, 0.001f)) { | ||
87 | if (s.v2.Y < v1.Y) | ||
88 | continue; | ||
89 | } | ||
90 | // Do this for the other vertex two | ||
91 | if (intersection.IsIdentical(s.v2, 0.001f)) { | ||
92 | if (s.v1.Y<v1.Y) | ||
93 | continue; | ||
94 | } | ||
95 | iCounter++; | ||
96 | } | ||
97 | |||
98 | return iCounter % 2 == 1; // Point is inside if the number of intersections is odd | ||
99 | } | ||
100 | |||
101 | public bool containsPointsFrom(SimpleHull otherHull) | ||
102 | { | ||
103 | foreach (Vertex v in otherHull.vertices) | ||
104 | { | ||
105 | if (IsPointIn(v)) | ||
106 | return true; | ||
107 | } | ||
108 | |||
109 | return false; | ||
110 | } | ||
111 | |||
112 | |||
113 | List<Simplex> buildSimplexList() { | ||
114 | |||
115 | List<Simplex> result = new List<Simplex>(); | ||
116 | |||
117 | // Not asserted but assumed: at least three vertices | ||
118 | for (int i=0; i<vertices.Count-1; i++) { | ||
119 | Simplex s=new Simplex(vertices[i], vertices[i+1]); | ||
120 | result.Add(s); | ||
121 | } | ||
122 | Simplex s1=new Simplex(vertices[vertices.Count-1], vertices[0]); | ||
123 | result.Add(s1); | ||
124 | |||
125 | if (holeVertices.Count==0) | ||
126 | return result; | ||
127 | |||
128 | // Same here. At least three vertices in hole assumed | ||
129 | for (int i = 0; i < holeVertices.Count - 1; i++) | ||
130 | { | ||
131 | Simplex s = new Simplex(holeVertices[i], holeVertices[i + 1]); | ||
132 | result.Add(s); | ||
133 | } | ||
134 | |||
135 | s1 = new Simplex(holeVertices[holeVertices.Count - 1], holeVertices[0]); | ||
136 | result.Add(s1); | ||
137 | return result; | ||
138 | } | ||
139 | |||
140 | bool InsertVertex(Vertex v, int iAfter) | ||
141 | { | ||
142 | vertices.Insert(iAfter + 1, v); | ||
143 | return true; | ||
144 | } | ||
145 | |||
146 | Vertex getNextVertex(Vertex currentVertex) | ||
147 | { | ||
148 | int iCurrentIndex; | ||
149 | iCurrentIndex = vertices.IndexOf(currentVertex); | ||
150 | |||
151 | // Error handling for iCurrentIndex==-1 should go here (and probably never will) | ||
152 | |||
153 | iCurrentIndex++; | ||
154 | if (iCurrentIndex == vertices.Count) | ||
155 | iCurrentIndex = 0; | ||
156 | |||
157 | return vertices[iCurrentIndex]; | ||
158 | } | ||
159 | |||
160 | public Vertex FindVertex(Vertex vBase, float tolerance) { | ||
161 | foreach (Vertex v in vertices) { | ||
162 | if (v.IsIdentical(vBase, tolerance)) | ||
163 | return v; | ||
164 | } | ||
165 | |||
166 | return null; | ||
167 | } | ||
168 | |||
169 | public void FindIntersection(Simplex s, ref Vertex Intersection, ref Vertex nextVertex) | ||
170 | { | ||
171 | Vertex bestIntersection=null; | ||
172 | float distToV1=Single.PositiveInfinity; | ||
173 | Simplex bestIntersectingSimplex=null; | ||
174 | |||
175 | List<Simplex> simple = buildSimplexList(); | ||
176 | foreach (Simplex sTest in simple) | ||
177 | { | ||
178 | Manager.PhysicsVector vvTemp = Simplex.Intersect(sTest, s, -.001f, -.001f, 0.999f, .999f); | ||
179 | |||
180 | Vertex vTemp=null; | ||
181 | if (vvTemp != null) | ||
182 | vTemp = new Vertex(vvTemp); | ||
183 | |||
184 | if (vTemp!=null) { | ||
185 | |||
186 | Manager.PhysicsVector diff=(s.v1-vTemp); | ||
187 | float distTemp=diff.length(); | ||
188 | |||
189 | if (bestIntersection==null || distTemp<distToV1) { | ||
190 | bestIntersection=vTemp; | ||
191 | distToV1=distTemp; | ||
192 | bestIntersectingSimplex = sTest; | ||
193 | } | ||
194 | |||
195 | } // end if vTemp | ||
196 | |||
197 | } // end foreach | ||
198 | |||
199 | Intersection = bestIntersection; | ||
200 | if (bestIntersectingSimplex != null) | ||
201 | nextVertex = bestIntersectingSimplex.v2; | ||
202 | else | ||
203 | nextVertex = null; | ||
204 | } | ||
205 | |||
206 | |||
207 | public static SimpleHull SubtractHull(SimpleHull baseHull, SimpleHull otherHull) | ||
208 | { | ||
209 | |||
210 | SimpleHull baseHullClone = baseHull.Clone(); | ||
211 | SimpleHull otherHullClone = otherHull.Clone(); | ||
212 | bool intersects = false; | ||
213 | |||
214 | MainLog.Instance.Debug("State before intersection detection"); | ||
215 | MainLog.Instance.Debug("The baseHull is:\n{1}", 0, baseHullClone.ToString()); | ||
216 | MainLog.Instance.Debug("The otherHull is:\n{1}", 0, otherHullClone.ToString()); | ||
217 | |||
218 | { | ||
219 | int iBase, iOther; | ||
220 | |||
221 | // Insert into baseHull | ||
222 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) | ||
223 | { | ||
224 | int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; | ||
225 | Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]); | ||
226 | |||
227 | for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++) | ||
228 | { | ||
229 | int iOtherNext = (iOther + 1) % otherHullClone.vertices.Count; | ||
230 | Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]); | ||
231 | |||
232 | Manager.PhysicsVector intersect = Simplex.Intersect(sBase, sOther, 0.001f, -.001f, 0.999f, 1.001f); | ||
233 | if (intersect != null) | ||
234 | { | ||
235 | Vertex vIntersect = new Vertex(intersect); | ||
236 | baseHullClone.vertices.Insert(iBase + 1, vIntersect); | ||
237 | sBase.v2 = vIntersect; | ||
238 | intersects = true; | ||
239 | } | ||
240 | } | ||
241 | } | ||
242 | } | ||
243 | |||
244 | MainLog.Instance.Debug("State after intersection detection for the base hull"); | ||
245 | MainLog.Instance.Debug("The baseHull is:\n{1}", 0, baseHullClone.ToString()); | ||
246 | |||
247 | { | ||
248 | int iOther, iBase; | ||
249 | |||
250 | // Insert into otherHull | ||
251 | for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++) | ||
252 | { | ||
253 | int iOtherNext = (iOther + 1) % otherHullClone.vertices.Count; | ||
254 | Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]); | ||
255 | |||
256 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) | ||
257 | { | ||
258 | int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; | ||
259 | Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]); | ||
260 | |||
261 | Manager.PhysicsVector intersect = Simplex.Intersect(sBase, sOther, -.001f, 0.001f, 1.001f, 0.999f); | ||
262 | if (intersect != null) | ||
263 | { | ||
264 | Vertex vIntersect = new Vertex(intersect); | ||
265 | otherHullClone.vertices.Insert(iOther + 1, vIntersect); | ||
266 | sOther.v2 = vIntersect; | ||
267 | intersects = true; | ||
268 | } | ||
269 | } | ||
270 | } | ||
271 | } | ||
272 | |||
273 | MainLog.Instance.Debug("State after intersection detection for the base hull"); | ||
274 | MainLog.Instance.Debug("The otherHull is:\n{1}", 0, otherHullClone.ToString()); | ||
275 | |||
276 | |||
277 | bool otherIsInBase = baseHullClone.containsPointsFrom(otherHullClone); | ||
278 | if (!intersects && otherIsInBase) | ||
279 | { | ||
280 | // We have a hole here | ||
281 | baseHullClone.holeVertices = otherHullClone.vertices; | ||
282 | return baseHullClone; | ||
283 | } | ||
284 | |||
285 | |||
286 | SimpleHull result = new SimpleHull(); | ||
287 | |||
288 | // Find a good starting Simplex from baseHull | ||
289 | // A good starting simplex is one that is outside otherHull | ||
290 | // Such a simplex must exist, otherwise the result will be empty | ||
291 | Vertex baseStartVertex = null; | ||
292 | { | ||
293 | int iBase; | ||
294 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) | ||
295 | { | ||
296 | int iBaseNext = (iBase + 1) % baseHullClone.vertices.Count; | ||
297 | Vertex center = new Vertex((baseHullClone.vertices[iBase] + baseHullClone.vertices[iBaseNext]) / 2.0f); | ||
298 | bool isOutside = !otherHullClone.IsPointIn(center); | ||
299 | if (isOutside) | ||
300 | { | ||
301 | baseStartVertex = baseHullClone.vertices[iBaseNext]; | ||
302 | break; | ||
303 | } | ||
304 | } | ||
305 | } | ||
306 | |||
307 | |||
308 | if (baseStartVertex == null) // i.e. no simplex fulfilled the "outside" condition. | ||
309 | // In otherwords, subtractHull completely embraces baseHull | ||
310 | { | ||
311 | return result; | ||
312 | } | ||
313 | |||
314 | // The simplex that *starts* with baseStartVertex is outside the cutting hull, | ||
315 | // so we can start our walk with the next vertex without loosing a branch | ||
316 | Vertex V1 = baseStartVertex; | ||
317 | bool onBase = true; | ||
318 | |||
319 | // And here is how we do the magic :-) | ||
320 | // Start on the base hull. | ||
321 | // Walk the vertices in the positive direction | ||
322 | // For each vertex check, whether it is a vertex shared with the other hull | ||
323 | // if this is the case, switch over to walking the other vertex list. | ||
324 | // Note: The other hull *must* go backwards to our starting point (via several orther vertices) | ||
325 | // Thus it is important that the cutting hull has the inverse directional sense than the | ||
326 | // base hull!!!!!!!!! (means if base goes CW around it's center cutting hull must go CCW) | ||
327 | |||
328 | bool done = false; | ||
329 | while (!done) | ||
330 | { | ||
331 | result.AddVertex(V1); | ||
332 | Vertex nextVertex = null; | ||
333 | if (onBase) | ||
334 | { | ||
335 | nextVertex = otherHullClone.FindVertex(V1, 0.001f); | ||
336 | } | ||
337 | else | ||
338 | { | ||
339 | nextVertex = baseHullClone.FindVertex(V1, 0.001f); | ||
340 | } | ||
341 | |||
342 | if (nextVertex != null) // A node that represents an intersection | ||
343 | { | ||
344 | V1 = nextVertex; // Needed to find the next vertex on the other hull | ||
345 | onBase = !onBase; | ||
346 | } | ||
347 | |||
348 | if (onBase) | ||
349 | V1 = baseHullClone.getNextVertex(V1); | ||
350 | else | ||
351 | V1 = otherHullClone.getNextVertex(V1); | ||
352 | |||
353 | if (V1 == baseStartVertex) | ||
354 | done = true; | ||
355 | } | ||
356 | |||
357 | MainLog.Instance.Debug("The resulting Hull is:\n{1}", 0, result.ToString()); | ||
358 | |||
359 | return result; | ||
360 | |||
361 | } | ||
362 | } | ||
363 | } | ||
diff --git a/OpenSim/Region/Physics/OdePlugin/Meshing/Simplex.cs b/OpenSim/Region/Physics/OdePlugin/Meshing/Simplex.cs new file mode 100755 index 0000000..caebb3c --- /dev/null +++ b/OpenSim/Region/Physics/OdePlugin/Meshing/Simplex.cs | |||
@@ -0,0 +1,198 @@ | |||
1 | using System; | ||
2 | using System.Collections.Generic; | ||
3 | using System.Text; | ||
4 | using OpenSim.Region.Physics.Manager; | ||
5 | |||
6 | namespace OpenSim.Region.Physics.OdePlugin.Meshing | ||
7 | { | ||
8 | // A simplex is a section of a straight line. | ||
9 | // It is defined by its endpoints, i.e. by two vertices | ||
10 | // Operation on vertices are | ||
11 | public class Simplex : IComparable<Simplex> | ||
12 | { | ||
13 | public Vertex v1; | ||
14 | public Vertex v2; | ||
15 | |||
16 | public Simplex(Vertex _v1, Vertex _v2) | ||
17 | { | ||
18 | v1 = _v1; | ||
19 | v2 = _v2; | ||
20 | } | ||
21 | |||
22 | public int CompareTo(Simplex other) | ||
23 | { | ||
24 | |||
25 | Vertex lv1, lv2, ov1, ov2, temp; | ||
26 | |||
27 | lv1 = v1; | ||
28 | lv2 = v2; | ||
29 | ov1 = other.v1; | ||
30 | ov2 = other.v2; | ||
31 | |||
32 | if (lv1 > lv2) | ||
33 | { | ||
34 | temp = lv1; | ||
35 | lv1 = lv2; | ||
36 | lv2 = temp; | ||
37 | } | ||
38 | |||
39 | if (ov1 > ov2) | ||
40 | { | ||
41 | temp = ov1; | ||
42 | ov1 = ov2; | ||
43 | ov2 = temp; | ||
44 | } | ||
45 | |||
46 | if (lv1 > ov1) | ||
47 | { | ||
48 | return 1; | ||
49 | } | ||
50 | if (lv1 < ov1) | ||
51 | { | ||
52 | return -1; | ||
53 | } | ||
54 | |||
55 | if (lv2 > ov2) | ||
56 | { | ||
57 | return 1; | ||
58 | } | ||
59 | if (lv2 < ov2) | ||
60 | { | ||
61 | return -1; | ||
62 | } | ||
63 | |||
64 | return 0; | ||
65 | } | ||
66 | |||
67 | private static void intersectParameter(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2, ref float lambda, ref float mu) | ||
68 | { | ||
69 | // Intersects two straights | ||
70 | // p1, p2, points on the straight | ||
71 | // r1, r2, directional vectors of the straight. Not necessarily of length 1! | ||
72 | // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points, | ||
73 | // thus allowing to decide whether an intersection is between two points | ||
74 | |||
75 | float r1x = r1.X; | ||
76 | float r1y = r1.Y; | ||
77 | float r2x = r2.X; | ||
78 | float r2y = r2.Y; | ||
79 | |||
80 | float denom = r1y*r2x - r1x*r2y; | ||
81 | |||
82 | float p1x = p1.X; | ||
83 | float p1y = p1.Y; | ||
84 | float p2x = p2.X; | ||
85 | float p2y = p2.Y; | ||
86 | |||
87 | float z1=-p2x * r2y + p1x * r2y + (p2y - p1y) * r2x; | ||
88 | float z2=-p2x * r1y + p1x * r1y + (p2y - p1y) * r1x; | ||
89 | |||
90 | if (denom == 0.0f) // Means the straights are parallel. Either no intersection or an infinite number of them | ||
91 | { | ||
92 | if (z1==0.0f) {// Means they are identical -> many, many intersections | ||
93 | lambda = Single.NaN; | ||
94 | mu = Single.NaN; | ||
95 | } else { | ||
96 | lambda = Single.PositiveInfinity; | ||
97 | mu = Single.PositiveInfinity; | ||
98 | } | ||
99 | return; | ||
100 | |||
101 | } | ||
102 | |||
103 | |||
104 | |||
105 | lambda = z1 / denom; | ||
106 | mu = z2 / denom; | ||
107 | |||
108 | } | ||
109 | |||
110 | |||
111 | // Intersects the simplex with another one. | ||
112 | // the borders are used to deal with float inaccuracies | ||
113 | // As a rule of thumb, the borders are | ||
114 | // lowerBorder1 : 0.0 | ||
115 | // lowerBorder2 : 0.0 | ||
116 | // upperBorder1 : 1.0 | ||
117 | // upperBorder2 : 1.0 | ||
118 | // Set these to values near the given parameters (e.g. 0.001 instead of 1 to exclude simplex starts safely, or to -0.001 to include them safely) | ||
119 | public static PhysicsVector Intersect( | ||
120 | Simplex s1, | ||
121 | Simplex s2, | ||
122 | float lowerBorder1, | ||
123 | float lowerBorder2, | ||
124 | float upperBorder1, | ||
125 | float upperBorder2) | ||
126 | { | ||
127 | PhysicsVector firstSimplexDirection = s1.v2 - s1.v1; | ||
128 | PhysicsVector secondSimplexDirection = s2.v2 - s2.v1; | ||
129 | |||
130 | float lambda = 0.0f; | ||
131 | float mu = 0.0f; | ||
132 | |||
133 | // Give us the parameters of an intersection. This subroutine does *not* take the constraints | ||
134 | // (intersection must be between v1 and v2 and it must be in the positive direction of the ray) | ||
135 | // into account. We do that afterwards. | ||
136 | intersectParameter(s1.v1, firstSimplexDirection, s2.v1, secondSimplexDirection, ref lambda, ref mu); | ||
137 | |||
138 | if (Single.IsInfinity(lambda)) // Special case. No intersection at all. directions parallel. | ||
139 | return null; | ||
140 | |||
141 | if (Single.IsNaN(lambda)) // Special case. many, many intersections. | ||
142 | return null; | ||
143 | |||
144 | if (lambda > upperBorder1) // We're behind v2 | ||
145 | return null; | ||
146 | |||
147 | if (lambda < lowerBorder1) | ||
148 | return null; | ||
149 | |||
150 | if (mu < lowerBorder2) // outside simplex 2 | ||
151 | return null; | ||
152 | |||
153 | if (mu > upperBorder2) // outside simplex 2 | ||
154 | return null; | ||
155 | |||
156 | return s1.v1 + lambda * firstSimplexDirection; | ||
157 | |||
158 | } | ||
159 | |||
160 | // Intersects the simplex with a ray. The ray is defined as all p=origin + lambda*direction | ||
161 | // where lambda >= 0 | ||
162 | public PhysicsVector RayIntersect(Vertex origin, PhysicsVector direction, bool bEndsIncluded) | ||
163 | { | ||
164 | PhysicsVector simplexDirection = v2 - v1; | ||
165 | |||
166 | float lambda = 0.0f; | ||
167 | float mu = 0.0f; | ||
168 | |||
169 | // Give us the parameters of an intersection. This subroutine does *not* take the constraints | ||
170 | // (intersection must be between v1 and v2 and it must be in the positive direction of the ray) | ||
171 | // into account. We do that afterwards. | ||
172 | intersectParameter(v1, simplexDirection, origin, direction, ref lambda, ref mu); | ||
173 | |||
174 | if (Single.IsInfinity(lambda)) // Special case. No intersection at all. directions parallel. | ||
175 | return null; | ||
176 | |||
177 | if (Single.IsNaN(lambda)) // Special case. many, many intersections. | ||
178 | return null; | ||
179 | |||
180 | if (mu < 0.0) // We're on the wrong side of the ray | ||
181 | return null; | ||
182 | |||
183 | if (lambda > 1.0) // We're behind v2 | ||
184 | return null; | ||
185 | |||
186 | if (lambda == 1.0 && !bEndsIncluded) | ||
187 | return null; // The end of the simplices are not included | ||
188 | |||
189 | if (lambda < 0.0f) // we're before v1; | ||
190 | return null; | ||
191 | |||
192 | return this.v1 + lambda * simplexDirection; | ||
193 | |||
194 | } | ||
195 | |||
196 | |||
197 | } | ||
198 | } | ||