diff options
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/Meshing/Simplex.cs')
-rwxr-xr-x | OpenSim/Region/Physics/OdePlugin/Meshing/Simplex.cs | 198 |
1 files changed, 0 insertions, 198 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/Meshing/Simplex.cs b/OpenSim/Region/Physics/OdePlugin/Meshing/Simplex.cs deleted file mode 100755 index caebb3c..0000000 --- a/OpenSim/Region/Physics/OdePlugin/Meshing/Simplex.cs +++ /dev/null | |||
@@ -1,198 +0,0 @@ | |||
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 | } | ||