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-rw-r--r-- | OpenSim/Region/Physics/ConvexDecompositionDotNet/PlaneTri.cs | 211 |
1 files changed, 211 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/PlaneTri.cs b/OpenSim/Region/Physics/ConvexDecompositionDotNet/PlaneTri.cs new file mode 100644 index 0000000..31f0182 --- /dev/null +++ b/OpenSim/Region/Physics/ConvexDecompositionDotNet/PlaneTri.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.Diagnostics; | ||
31 | |||
32 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | ||
33 | { | ||
34 | public enum PlaneTriResult : int | ||
35 | { | ||
36 | PTR_FRONT, | ||
37 | PTR_BACK, | ||
38 | PTR_SPLIT | ||
39 | } | ||
40 | |||
41 | public static class PlaneTri | ||
42 | { | ||
43 | private static float DistToPt(float3 p, float4 plane) | ||
44 | { | ||
45 | return p.x * plane.x + p.y * plane.y + p.z * plane.z + plane.w; | ||
46 | } | ||
47 | |||
48 | private static PlaneTriResult getSidePlane(float3 p, float4 plane, float epsilon) | ||
49 | { | ||
50 | float d = DistToPt(p, plane); | ||
51 | |||
52 | if ((d + epsilon) > 0f) | ||
53 | return PlaneTriResult.PTR_FRONT; // it is 'in front' within the provided epsilon value. | ||
54 | |||
55 | return PlaneTriResult.PTR_BACK; | ||
56 | } | ||
57 | |||
58 | private static void add(float3 p, float3[] dest, ref int pcount) | ||
59 | { | ||
60 | dest[pcount++] = new float3(p); | ||
61 | Debug.Assert(pcount <= 4); | ||
62 | } | ||
63 | |||
64 | // assumes that the points are on opposite sides of the plane! | ||
65 | private static void intersect(float3 p1, float3 p2, float3 split, float4 plane) | ||
66 | { | ||
67 | float dp1 = DistToPt(p1, plane); | ||
68 | float[] dir = new float[3]; | ||
69 | |||
70 | dir[0] = p2[0] - p1[0]; | ||
71 | dir[1] = p2[1] - p1[1]; | ||
72 | dir[2] = p2[2] - p1[2]; | ||
73 | |||
74 | float dot1 = dir[0] * plane[0] + dir[1] * plane[1] + dir[2] * plane[2]; | ||
75 | float dot2 = dp1 - plane[3]; | ||
76 | |||
77 | float t = -(plane[3] + dot2) / dot1; | ||
78 | |||
79 | split.x = (dir[0] * t) + p1[0]; | ||
80 | split.y = (dir[1] * t) + p1[1]; | ||
81 | split.z = (dir[2] * t) + p1[2]; | ||
82 | } | ||
83 | |||
84 | public static PlaneTriResult planeTriIntersection(float4 plane, FaceTri triangle, float epsilon, ref float3[] front, out int fcount, ref float3[] back, out int bcount) | ||
85 | { | ||
86 | fcount = 0; | ||
87 | bcount = 0; | ||
88 | |||
89 | // get the three vertices of the triangle. | ||
90 | float3 p1 = triangle.P1; | ||
91 | float3 p2 = triangle.P2; | ||
92 | float3 p3 = triangle.P3; | ||
93 | |||
94 | PlaneTriResult r1 = getSidePlane(p1, plane, epsilon); // compute the side of the plane each vertex is on | ||
95 | PlaneTriResult r2 = getSidePlane(p2, plane, epsilon); | ||
96 | PlaneTriResult r3 = getSidePlane(p3, plane, epsilon); | ||
97 | |||
98 | if (r1 == r2 && r1 == r3) // if all three vertices are on the same side of the plane. | ||
99 | { | ||
100 | if (r1 == PlaneTriResult.PTR_FRONT) // if all three are in front of the plane, then copy to the 'front' output triangle. | ||
101 | { | ||
102 | add(p1, front, ref fcount); | ||
103 | add(p2, front, ref fcount); | ||
104 | add(p3, front, ref fcount); | ||
105 | } | ||
106 | else | ||
107 | { | ||
108 | add(p1, back, ref bcount); // if all three are in 'back' then copy to the 'back' output triangle. | ||
109 | add(p2, back, ref bcount); | ||
110 | add(p3, back, ref bcount); | ||
111 | } | ||
112 | return r1; // if all three points are on the same side of the plane return result | ||
113 | } | ||
114 | |||
115 | // ok.. we need to split the triangle at the plane. | ||
116 | |||
117 | // First test ray segment P1 to P2 | ||
118 | if (r1 == r2) // if these are both on the same side... | ||
119 | { | ||
120 | if (r1 == PlaneTriResult.PTR_FRONT) | ||
121 | { | ||
122 | add(p1, front, ref fcount); | ||
123 | add(p2, front, ref fcount); | ||
124 | } | ||
125 | else | ||
126 | { | ||
127 | add(p1, back, ref bcount); | ||
128 | add(p2, back, ref bcount); | ||
129 | } | ||
130 | } | ||
131 | else | ||
132 | { | ||
133 | float3 split = new float3(); | ||
134 | intersect(p1, p2, split, plane); | ||
135 | |||
136 | if (r1 == PlaneTriResult.PTR_FRONT) | ||
137 | { | ||
138 | |||
139 | add(p1, front, ref fcount); | ||
140 | add(split, front, ref fcount); | ||
141 | |||
142 | add(split, back, ref bcount); | ||
143 | add(p2, back, ref bcount); | ||
144 | |||
145 | } | ||
146 | else | ||
147 | { | ||
148 | add(p1, back, ref bcount); | ||
149 | add(split, back, ref bcount); | ||
150 | |||
151 | add(split, front, ref fcount); | ||
152 | add(p2, front, ref fcount); | ||
153 | } | ||
154 | |||
155 | } | ||
156 | |||
157 | // Next test ray segment P2 to P3 | ||
158 | if (r2 == r3) // if these are both on the same side... | ||
159 | { | ||
160 | if (r3 == PlaneTriResult.PTR_FRONT) | ||
161 | { | ||
162 | add(p3, front, ref fcount); | ||
163 | } | ||
164 | else | ||
165 | { | ||
166 | add(p3, back, ref bcount); | ||
167 | } | ||
168 | } | ||
169 | else | ||
170 | { | ||
171 | float3 split = new float3(); // split the point | ||
172 | intersect(p2, p3, split, plane); | ||
173 | |||
174 | if (r3 == PlaneTriResult.PTR_FRONT) | ||
175 | { | ||
176 | add(split, front, ref fcount); | ||
177 | add(split, back, ref bcount); | ||
178 | |||
179 | add(p3, front, ref fcount); | ||
180 | } | ||
181 | else | ||
182 | { | ||
183 | add(split, front, ref fcount); | ||
184 | add(split, back, ref bcount); | ||
185 | |||
186 | add(p3, back, ref bcount); | ||
187 | } | ||
188 | } | ||
189 | |||
190 | // Next test ray segment P3 to P1 | ||
191 | if (r3 != r1) // if these are both on the same side... | ||
192 | { | ||
193 | float3 split = new float3(); // split the point | ||
194 | intersect(p3, p1, split, plane); | ||
195 | |||
196 | if (r1 == PlaneTriResult.PTR_FRONT) | ||
197 | { | ||
198 | add(split, front, ref fcount); | ||
199 | add(split, back, ref bcount); | ||
200 | } | ||
201 | else | ||
202 | { | ||
203 | add(split, front, ref fcount); | ||
204 | add(split, back, ref bcount); | ||
205 | } | ||
206 | } | ||
207 | |||
208 | return PlaneTriResult.PTR_SPLIT; | ||
209 | } | ||
210 | } | ||
211 | } | ||