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-rw-r--r-- | OpenSim/Region/Physics/ConvexDecompositionDotNet/Concavity.cs | 233 |
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diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/Concavity.cs b/OpenSim/Region/Physics/ConvexDecompositionDotNet/Concavity.cs new file mode 100644 index 0000000..cc6383a --- /dev/null +++ b/OpenSim/Region/Physics/ConvexDecompositionDotNet/Concavity.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 | using System.Text; | ||
31 | |||
32 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | ||
33 | { | ||
34 | public static class Concavity | ||
35 | { | ||
36 | // compute's how 'concave' this object is and returns the total volume of the | ||
37 | // convex hull as well as the volume of the 'concavity' which was found. | ||
38 | public static float computeConcavity(List<float3> vertices, List<int> indices, ref float4 plane, ref float volume) | ||
39 | { | ||
40 | float cret = 0f; | ||
41 | volume = 1f; | ||
42 | |||
43 | HullResult result = new HullResult(); | ||
44 | HullDesc desc = new HullDesc(); | ||
45 | |||
46 | desc.MaxFaces = 256; | ||
47 | desc.MaxVertices = 256; | ||
48 | desc.SetHullFlag(HullFlag.QF_TRIANGLES); | ||
49 | desc.Vertices = vertices; | ||
50 | |||
51 | HullError ret = HullUtils.CreateConvexHull(desc, ref result); | ||
52 | |||
53 | if (ret == HullError.QE_OK) | ||
54 | { | ||
55 | volume = computeMeshVolume2(result.OutputVertices, result.Indices); | ||
56 | |||
57 | // ok..now..for each triangle on the original mesh.. | ||
58 | // we extrude the points to the nearest point on the hull. | ||
59 | List<CTri> tris = new List<CTri>(); | ||
60 | |||
61 | for (int i = 0; i < result.Indices.Count / 3; i++) | ||
62 | { | ||
63 | int i1 = result.Indices[i * 3 + 0]; | ||
64 | int i2 = result.Indices[i * 3 + 1]; | ||
65 | int i3 = result.Indices[i * 3 + 2]; | ||
66 | |||
67 | float3 p1 = result.OutputVertices[i1]; | ||
68 | float3 p2 = result.OutputVertices[i2]; | ||
69 | float3 p3 = result.OutputVertices[i3]; | ||
70 | |||
71 | CTri t = new CTri(p1, p2, p3, i1, i2, i3); | ||
72 | tris.Add(t); | ||
73 | } | ||
74 | |||
75 | // we have not pre-computed the plane equation for each triangle in the convex hull.. | ||
76 | float totalVolume = 0; | ||
77 | |||
78 | List<CTri> ftris = new List<CTri>(); // 'feature' triangles. | ||
79 | List<CTri> input_mesh = new List<CTri>(); | ||
80 | |||
81 | for (int i = 0; i < indices.Count / 3; i++) | ||
82 | { | ||
83 | int i1 = indices[i * 3 + 0]; | ||
84 | int i2 = indices[i * 3 + 1]; | ||
85 | int i3 = indices[i * 3 + 2]; | ||
86 | |||
87 | float3 p1 = vertices[i1]; | ||
88 | float3 p2 = vertices[i2]; | ||
89 | float3 p3 = vertices[i3]; | ||
90 | |||
91 | CTri t = new CTri(p1, p2, p3, i1, i2, i3); | ||
92 | input_mesh.Add(t); | ||
93 | } | ||
94 | |||
95 | for (int i = 0; i < indices.Count / 3; i++) | ||
96 | { | ||
97 | int i1 = indices[i * 3 + 0]; | ||
98 | int i2 = indices[i * 3 + 1]; | ||
99 | int i3 = indices[i * 3 + 2]; | ||
100 | |||
101 | float3 p1 = vertices[i1]; | ||
102 | float3 p2 = vertices[i2]; | ||
103 | float3 p3 = vertices[i3]; | ||
104 | |||
105 | CTri t = new CTri(p1, p2, p3, i1, i2, i3); | ||
106 | |||
107 | featureMatch(t, tris, input_mesh); | ||
108 | |||
109 | if (t.mConcavity > 0.05f) | ||
110 | { | ||
111 | float v = t.getVolume(); | ||
112 | totalVolume += v; | ||
113 | ftris.Add(t); | ||
114 | } | ||
115 | } | ||
116 | |||
117 | SplitPlane.computeSplitPlane(vertices, indices, ref plane); | ||
118 | cret = totalVolume; | ||
119 | } | ||
120 | |||
121 | return cret; | ||
122 | } | ||
123 | |||
124 | public static bool featureMatch(CTri m, List<CTri> tris, List<CTri> input_mesh) | ||
125 | { | ||
126 | bool ret = false; | ||
127 | float neardot = 0.707f; | ||
128 | m.mConcavity = 0; | ||
129 | |||
130 | for (int i = 0; i < tris.Count; i++) | ||
131 | { | ||
132 | CTri t = tris[i]; | ||
133 | |||
134 | if (t.samePlane(m)) | ||
135 | { | ||
136 | ret = false; | ||
137 | break; | ||
138 | } | ||
139 | |||
140 | float dot = float3.dot(t.mNormal, m.mNormal); | ||
141 | |||
142 | if (dot > neardot) | ||
143 | { | ||
144 | float d1 = t.planeDistance(m.mP1); | ||
145 | float d2 = t.planeDistance(m.mP2); | ||
146 | float d3 = t.planeDistance(m.mP3); | ||
147 | |||
148 | if (d1 > 0.001f || d2 > 0.001f || d3 > 0.001f) // can't be near coplaner! | ||
149 | { | ||
150 | neardot = dot; | ||
151 | |||
152 | t.raySect(m.mP1, m.mNormal, ref m.mNear1); | ||
153 | t.raySect(m.mP2, m.mNormal, ref m.mNear2); | ||
154 | t.raySect(m.mP3, m.mNormal, ref m.mNear3); | ||
155 | |||
156 | ret = true; | ||
157 | } | ||
158 | } | ||
159 | } | ||
160 | |||
161 | if (ret) | ||
162 | { | ||
163 | m.mC1 = m.mP1.Distance(m.mNear1); | ||
164 | m.mC2 = m.mP2.Distance(m.mNear2); | ||
165 | m.mC3 = m.mP3.Distance(m.mNear3); | ||
166 | |||
167 | m.mConcavity = m.mC1; | ||
168 | |||
169 | if (m.mC2 > m.mConcavity) | ||
170 | m.mConcavity = m.mC2; | ||
171 | if (m.mC3 > m.mConcavity) | ||
172 | m.mConcavity = m.mC3; | ||
173 | } | ||
174 | |||
175 | return ret; | ||
176 | } | ||
177 | |||
178 | private static float det(float3 p1, float3 p2, float3 p3) | ||
179 | { | ||
180 | return p1.x * p2.y * p3.z + p2.x * p3.y * p1.z + p3.x * p1.y * p2.z - p1.x * p3.y * p2.z - p2.x * p1.y * p3.z - p3.x * p2.y * p1.z; | ||
181 | } | ||
182 | |||
183 | public static float computeMeshVolume(List<float3> vertices, List<int> indices) | ||
184 | { | ||
185 | float volume = 0f; | ||
186 | |||
187 | for (int i = 0; i < indices.Count / 3; i++) | ||
188 | { | ||
189 | float3 p1 = vertices[indices[i * 3 + 0]]; | ||
190 | float3 p2 = vertices[indices[i * 3 + 1]]; | ||
191 | float3 p3 = vertices[indices[i * 3 + 2]]; | ||
192 | |||
193 | volume += det(p1, p2, p3); // compute the volume of the tetrahedran relative to the origin. | ||
194 | } | ||
195 | |||
196 | volume *= (1.0f / 6.0f); | ||
197 | if (volume < 0f) | ||
198 | return -volume; | ||
199 | return volume; | ||
200 | } | ||
201 | |||
202 | public static float computeMeshVolume2(List<float3> vertices, List<int> indices) | ||
203 | { | ||
204 | float volume = 0f; | ||
205 | |||
206 | float3 p0 = vertices[0]; | ||
207 | for (int i = 0; i < indices.Count / 3; i++) | ||
208 | { | ||
209 | float3 p1 = vertices[indices[i * 3 + 0]]; | ||
210 | float3 p2 = vertices[indices[i * 3 + 1]]; | ||
211 | float3 p3 = vertices[indices[i * 3 + 2]]; | ||
212 | |||
213 | volume += tetVolume(p0, p1, p2, p3); // compute the volume of the tetrahedron relative to the root vertice | ||
214 | } | ||
215 | |||
216 | return volume * (1.0f / 6.0f); | ||
217 | } | ||
218 | |||
219 | private static float tetVolume(float3 p0, float3 p1, float3 p2, float3 p3) | ||
220 | { | ||
221 | float3 a = p1 - p0; | ||
222 | float3 b = p2 - p0; | ||
223 | float3 c = p3 - p0; | ||
224 | |||
225 | float3 cross = float3.cross(b, c); | ||
226 | float volume = float3.dot(a, cross); | ||
227 | |||
228 | if (volume < 0f) | ||
229 | return -volume; | ||
230 | return volume; | ||
231 | } | ||
232 | } | ||
233 | } | ||