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-rw-r--r-- | OpenSim/Region/Physics/ConvexDecompositionDotNet/CTri.cs | 341 |
1 files changed, 341 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/CTri.cs b/OpenSim/Region/Physics/ConvexDecompositionDotNet/CTri.cs new file mode 100644 index 0000000..4d84c44 --- /dev/null +++ b/OpenSim/Region/Physics/ConvexDecompositionDotNet/CTri.cs | |||
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1 | /* The MIT License | ||
2 | * | ||
3 | * Copyright (c) 2010 Intel Corporation. | ||
4 | * All rights reserved. | ||
5 | * | ||
6 | * Based on the convexdecomposition library from | ||
7 | * <http://codesuppository.googlecode.com> by John W. Ratcliff and Stan Melax. | ||
8 | * | ||
9 | * Permission is hereby granted, free of charge, to any person obtaining a copy | ||
10 | * of this software and associated documentation files (the "Software"), to deal | ||
11 | * in the Software without restriction, including without limitation the rights | ||
12 | * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
13 | * copies of the Software, and to permit persons to whom the Software is | ||
14 | * furnished to do so, subject to the following conditions: | ||
15 | * | ||
16 | * The above copyright notice and this permission notice shall be included in | ||
17 | * all copies or substantial portions of the Software. | ||
18 | * | ||
19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
20 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
22 | * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
23 | * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
24 | * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
25 | * THE SOFTWARE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | |||
31 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | ||
32 | { | ||
33 | public class Wpoint | ||
34 | { | ||
35 | public float3 mPoint; | ||
36 | public float mWeight; | ||
37 | |||
38 | public Wpoint(float3 p, float w) | ||
39 | { | ||
40 | mPoint = p; | ||
41 | mWeight = w; | ||
42 | } | ||
43 | } | ||
44 | |||
45 | public class CTri | ||
46 | { | ||
47 | private const int WSCALE = 4; | ||
48 | |||
49 | public float3 mP1; | ||
50 | public float3 mP2; | ||
51 | public float3 mP3; | ||
52 | public float3 mNear1; | ||
53 | public float3 mNear2; | ||
54 | public float3 mNear3; | ||
55 | public float3 mNormal; | ||
56 | public float mPlaneD; | ||
57 | public float mConcavity; | ||
58 | public float mC1; | ||
59 | public float mC2; | ||
60 | public float mC3; | ||
61 | public int mI1; | ||
62 | public int mI2; | ||
63 | public int mI3; | ||
64 | public int mProcessed; // already been added... | ||
65 | |||
66 | public CTri(float3 p1, float3 p2, float3 p3, int i1, int i2, int i3) | ||
67 | { | ||
68 | mProcessed = 0; | ||
69 | mI1 = i1; | ||
70 | mI2 = i2; | ||
71 | mI3 = i3; | ||
72 | |||
73 | mP1 = new float3(p1); | ||
74 | mP2 = new float3(p2); | ||
75 | mP3 = new float3(p3); | ||
76 | |||
77 | mNear1 = new float3(); | ||
78 | mNear2 = new float3(); | ||
79 | mNear3 = new float3(); | ||
80 | |||
81 | mNormal = new float3(); | ||
82 | mPlaneD = mNormal.ComputePlane(mP1, mP2, mP3); | ||
83 | } | ||
84 | |||
85 | public float Facing(CTri t) | ||
86 | { | ||
87 | return float3.dot(mNormal, t.mNormal); | ||
88 | } | ||
89 | |||
90 | public bool clip(float3 start, ref float3 end) | ||
91 | { | ||
92 | float3 sect = new float3(); | ||
93 | bool hit = lineIntersectsTriangle(start, end, mP1, mP2, mP3, ref sect); | ||
94 | |||
95 | if (hit) | ||
96 | end = sect; | ||
97 | return hit; | ||
98 | } | ||
99 | |||
100 | public bool Concave(float3 p, ref float distance, ref float3 n) | ||
101 | { | ||
102 | n.NearestPointInTriangle(p, mP1, mP2, mP3); | ||
103 | distance = p.Distance(n); | ||
104 | return true; | ||
105 | } | ||
106 | |||
107 | public void addTri(int[] indices, int i1, int i2, int i3, ref int tcount) | ||
108 | { | ||
109 | indices[tcount * 3 + 0] = i1; | ||
110 | indices[tcount * 3 + 1] = i2; | ||
111 | indices[tcount * 3 + 2] = i3; | ||
112 | tcount++; | ||
113 | } | ||
114 | |||
115 | public float getVolume() | ||
116 | { | ||
117 | int[] indices = new int[8 * 3]; | ||
118 | |||
119 | int tcount = 0; | ||
120 | |||
121 | addTri(indices, 0, 1, 2, ref tcount); | ||
122 | addTri(indices, 3, 4, 5, ref tcount); | ||
123 | |||
124 | addTri(indices, 0, 3, 4, ref tcount); | ||
125 | addTri(indices, 0, 4, 1, ref tcount); | ||
126 | |||
127 | addTri(indices, 1, 4, 5, ref tcount); | ||
128 | addTri(indices, 1, 5, 2, ref tcount); | ||
129 | |||
130 | addTri(indices, 0, 3, 5, ref tcount); | ||
131 | addTri(indices, 0, 5, 2, ref tcount); | ||
132 | |||
133 | List<float3> vertices = new List<float3> { mP1, mP2, mP3, mNear1, mNear2, mNear3 }; | ||
134 | List<int> indexList = new List<int>(indices); | ||
135 | |||
136 | float v = Concavity.computeMeshVolume(vertices, indexList); | ||
137 | return v; | ||
138 | } | ||
139 | |||
140 | public float raySect(float3 p, float3 dir, ref float3 sect) | ||
141 | { | ||
142 | float4 plane = new float4(); | ||
143 | |||
144 | plane.x = mNormal.x; | ||
145 | plane.y = mNormal.y; | ||
146 | plane.z = mNormal.z; | ||
147 | plane.w = mPlaneD; | ||
148 | |||
149 | float3 dest = p + dir * 100000f; | ||
150 | |||
151 | intersect(p, dest, ref sect, plane); | ||
152 | |||
153 | return sect.Distance(p); // return the intersection distance | ||
154 | } | ||
155 | |||
156 | public float planeDistance(float3 p) | ||
157 | { | ||
158 | float4 plane = new float4(); | ||
159 | |||
160 | plane.x = mNormal.x; | ||
161 | plane.y = mNormal.y; | ||
162 | plane.z = mNormal.z; | ||
163 | plane.w = mPlaneD; | ||
164 | |||
165 | return DistToPt(p, plane); | ||
166 | } | ||
167 | |||
168 | public bool samePlane(CTri t) | ||
169 | { | ||
170 | const float THRESH = 0.001f; | ||
171 | float dd = Math.Abs(t.mPlaneD - mPlaneD); | ||
172 | if (dd > THRESH) | ||
173 | return false; | ||
174 | dd = Math.Abs(t.mNormal.x - mNormal.x); | ||
175 | if (dd > THRESH) | ||
176 | return false; | ||
177 | dd = Math.Abs(t.mNormal.y - mNormal.y); | ||
178 | if (dd > THRESH) | ||
179 | return false; | ||
180 | dd = Math.Abs(t.mNormal.z - mNormal.z); | ||
181 | if (dd > THRESH) | ||
182 | return false; | ||
183 | return true; | ||
184 | } | ||
185 | |||
186 | public bool hasIndex(int i) | ||
187 | { | ||
188 | if (i == mI1 || i == mI2 || i == mI3) | ||
189 | return true; | ||
190 | return false; | ||
191 | } | ||
192 | |||
193 | public bool sharesEdge(CTri t) | ||
194 | { | ||
195 | bool ret = false; | ||
196 | uint count = 0; | ||
197 | |||
198 | if (t.hasIndex(mI1)) | ||
199 | count++; | ||
200 | if (t.hasIndex(mI2)) | ||
201 | count++; | ||
202 | if (t.hasIndex(mI3)) | ||
203 | count++; | ||
204 | |||
205 | if (count >= 2) | ||
206 | ret = true; | ||
207 | |||
208 | return ret; | ||
209 | } | ||
210 | |||
211 | public float area() | ||
212 | { | ||
213 | float a = mConcavity * mP1.Area(mP2, mP3); | ||
214 | return a; | ||
215 | } | ||
216 | |||
217 | public void addWeighted(List<Wpoint> list) | ||
218 | { | ||
219 | Wpoint p1 = new Wpoint(mP1, mC1); | ||
220 | Wpoint p2 = new Wpoint(mP2, mC2); | ||
221 | Wpoint p3 = new Wpoint(mP3, mC3); | ||
222 | |||
223 | float3 d1 = mNear1 - mP1; | ||
224 | float3 d2 = mNear2 - mP2; | ||
225 | float3 d3 = mNear3 - mP3; | ||
226 | |||
227 | d1 *= WSCALE; | ||
228 | d2 *= WSCALE; | ||
229 | d3 *= WSCALE; | ||
230 | |||
231 | d1 = d1 + mP1; | ||
232 | d2 = d2 + mP2; | ||
233 | d3 = d3 + mP3; | ||
234 | |||
235 | Wpoint p4 = new Wpoint(d1, mC1); | ||
236 | Wpoint p5 = new Wpoint(d2, mC2); | ||
237 | Wpoint p6 = new Wpoint(d3, mC3); | ||
238 | |||
239 | list.Add(p1); | ||
240 | list.Add(p2); | ||
241 | list.Add(p3); | ||
242 | |||
243 | list.Add(p4); | ||
244 | list.Add(p5); | ||
245 | list.Add(p6); | ||
246 | } | ||
247 | |||
248 | private static float DistToPt(float3 p, float4 plane) | ||
249 | { | ||
250 | float x = p.x; | ||
251 | float y = p.y; | ||
252 | float z = p.z; | ||
253 | float d = x*plane.x + y*plane.y + z*plane.z + plane.w; | ||
254 | return d; | ||
255 | } | ||
256 | |||
257 | private static void intersect(float3 p1, float3 p2, ref float3 split, float4 plane) | ||
258 | { | ||
259 | float dp1 = DistToPt(p1, plane); | ||
260 | |||
261 | float3 dir = new float3(); | ||
262 | dir.x = p2[0] - p1[0]; | ||
263 | dir.y = p2[1] - p1[1]; | ||
264 | dir.z = p2[2] - p1[2]; | ||
265 | |||
266 | float dot1 = dir[0] * plane[0] + dir[1] * plane[1] + dir[2] * plane[2]; | ||
267 | float dot2 = dp1 - plane[3]; | ||
268 | |||
269 | float t = -(plane[3] + dot2) / dot1; | ||
270 | |||
271 | split.x = (dir[0] * t) + p1[0]; | ||
272 | split.y = (dir[1] * t) + p1[1]; | ||
273 | split.z = (dir[2] * t) + p1[2]; | ||
274 | } | ||
275 | |||
276 | private static bool rayIntersectsTriangle(float3 p, float3 d, float3 v0, float3 v1, float3 v2, out float t) | ||
277 | { | ||
278 | t = 0f; | ||
279 | |||
280 | float3 e1, e2, h, s, q; | ||
281 | float a, f, u, v; | ||
282 | |||
283 | e1 = v1 - v0; | ||
284 | e2 = v2 - v0; | ||
285 | h = float3.cross(d, e2); | ||
286 | a = float3.dot(e1, h); | ||
287 | |||
288 | if (a > -0.00001f && a < 0.00001f) | ||
289 | return false; | ||
290 | |||
291 | f = 1f / a; | ||
292 | s = p - v0; | ||
293 | u = f * float3.dot(s, h); | ||
294 | |||
295 | if (u < 0.0f || u > 1.0f) | ||
296 | return false; | ||
297 | |||
298 | q = float3.cross(s, e1); | ||
299 | v = f * float3.dot(d, q); | ||
300 | if (v < 0.0f || u + v > 1.0f) | ||
301 | return false; | ||
302 | |||
303 | // at this stage we can compute t to find out where | ||
304 | // the intersection point is on the line | ||
305 | t = f * float3.dot(e2, q); | ||
306 | if (t > 0f) // ray intersection | ||
307 | return true; | ||
308 | else // this means that there is a line intersection but not a ray intersection | ||
309 | return false; | ||
310 | } | ||
311 | |||
312 | private static bool lineIntersectsTriangle(float3 rayStart, float3 rayEnd, float3 p1, float3 p2, float3 p3, ref float3 sect) | ||
313 | { | ||
314 | float3 dir = rayEnd - rayStart; | ||
315 | |||
316 | float d = (float)Math.Sqrt(dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]); | ||
317 | float r = 1.0f / d; | ||
318 | |||
319 | dir *= r; | ||
320 | |||
321 | float t; | ||
322 | bool ret = rayIntersectsTriangle(rayStart, dir, p1, p2, p3, out t); | ||
323 | |||
324 | if (ret) | ||
325 | { | ||
326 | if (t > d) | ||
327 | { | ||
328 | sect.x = rayStart.x + dir.x * t; | ||
329 | sect.y = rayStart.y + dir.y * t; | ||
330 | sect.z = rayStart.z + dir.z * t; | ||
331 | } | ||
332 | else | ||
333 | { | ||
334 | ret = false; | ||
335 | } | ||
336 | } | ||
337 | |||
338 | return ret; | ||
339 | } | ||
340 | } | ||
341 | } | ||