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authorDahlia Trimble2008-11-29 11:02:14 +0000
committerDahlia Trimble2008-11-29 11:02:14 +0000
commitfdd238833163eb947986bfcdd09da82f6949a5f2 (patch)
tree6b90177758405f6106f4f5d4d75e3b98bf08053c /OpenSim/Region/Physics/Meshing/Simplex.cs
parentComment the ScriptSponsor and restore the indefinite lifetime for (diff)
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Update meshing code to sync with current PrimMesher.cs on forge.
Migrate sculpt meshing code to primMesher version. This should result in more accurate physical sculpted prim proxies. Remove much obsolete code from Region/Physics/Meshing
Diffstat (limited to 'OpenSim/Region/Physics/Meshing/Simplex.cs')
-rw-r--r--OpenSim/Region/Physics/Meshing/Simplex.cs220
1 files changed, 0 insertions, 220 deletions
diff --git a/OpenSim/Region/Physics/Meshing/Simplex.cs b/OpenSim/Region/Physics/Meshing/Simplex.cs
deleted file mode 100644
index aeeef11..0000000
--- a/OpenSim/Region/Physics/Meshing/Simplex.cs
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@@ -1,220 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSim Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using OpenSim.Region.Physics.Manager;
30
31namespace OpenSim.Region.Physics.Meshing
32{
33 // A simplex is a section of a straight line.
34 // It is defined by its endpoints, i.e. by two vertices
35 // Operation on vertices are
36 public class Simplex : IComparable<Simplex>
37 {
38 public Vertex v1;
39 public Vertex v2;
40
41 public Simplex(Vertex _v1, Vertex _v2)
42 {
43 v1 = _v1;
44 v2 = _v2;
45 }
46
47 public int CompareTo(Simplex other)
48 {
49 Vertex lv1, lv2, ov1, ov2, temp;
50
51 lv1 = v1;
52 lv2 = v2;
53 ov1 = other.v1;
54 ov2 = other.v2;
55
56 if (lv1 > lv2)
57 {
58 temp = lv1;
59 lv1 = lv2;
60 lv2 = temp;
61 }
62
63 if (ov1 > ov2)
64 {
65 temp = ov1;
66 ov1 = ov2;
67 ov2 = temp;
68 }
69
70 if (lv1 > ov1)
71 {
72 return 1;
73 }
74 if (lv1 < ov1)
75 {
76 return -1;
77 }
78
79 if (lv2 > ov2)
80 {
81 return 1;
82 }
83 if (lv2 < ov2)
84 {
85 return -1;
86 }
87
88 return 0;
89 }
90
91 private static void intersectParameter(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2,
92 ref float lambda, ref float mu)
93 {
94 // Intersects two straights
95 // p1, p2, points on the straight
96 // r1, r2, directional vectors of the straight. Not necessarily of length 1!
97 // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points,
98 // thus allowing to decide whether an intersection is between two points
99
100 float r1x = r1.X;
101 float r1y = r1.Y;
102 float r2x = r2.X;
103 float r2y = r2.Y;
104
105 float denom = r1y*r2x - r1x*r2y;
106
107 float p1x = p1.X;
108 float p1y = p1.Y;
109 float p2x = p2.X;
110 float p2y = p2.Y;
111
112 float z1 = -p2x*r2y + p1x*r2y + (p2y - p1y)*r2x;
113 float z2 = -p2x*r1y + p1x*r1y + (p2y - p1y)*r1x;
114
115 if (denom == 0.0f) // Means the straights are parallel. Either no intersection or an infinite number of them
116 {
117 if (z1 == 0.0f)
118 {
119// Means they are identical -> many, many intersections
120 lambda = Single.NaN;
121 mu = Single.NaN;
122 }
123 else
124 {
125 lambda = Single.PositiveInfinity;
126 mu = Single.PositiveInfinity;
127 }
128 return;
129 }
130
131
132 lambda = z1/denom;
133 mu = z2/denom;
134 }
135
136
137 // Intersects the simplex with another one.
138 // the borders are used to deal with float inaccuracies
139 // As a rule of thumb, the borders are
140 // lowerBorder1 : 0.0
141 // lowerBorder2 : 0.0
142 // upperBorder1 : 1.0
143 // upperBorder2 : 1.0
144 // 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)
145 public static PhysicsVector Intersect(
146 Simplex s1,
147 Simplex s2,
148 float lowerBorder1,
149 float lowerBorder2,
150 float upperBorder1,
151 float upperBorder2)
152 {
153 PhysicsVector firstSimplexDirection = s1.v2 - s1.v1;
154 PhysicsVector secondSimplexDirection = s2.v2 - s2.v1;
155
156 float lambda = 0.0f;
157 float mu = 0.0f;
158
159 // Give us the parameters of an intersection. This subroutine does *not* take the constraints
160 // (intersection must be between v1 and v2 and it must be in the positive direction of the ray)
161 // into account. We do that afterwards.
162 intersectParameter(s1.v1, firstSimplexDirection, s2.v1, secondSimplexDirection, ref lambda, ref mu);
163
164 if (Single.IsInfinity(lambda)) // Special case. No intersection at all. directions parallel.
165 return null;
166
167 if (Single.IsNaN(lambda)) // Special case. many, many intersections.
168 return null;
169
170 if (lambda > upperBorder1) // We're behind v2
171 return null;
172
173 if (lambda < lowerBorder1)
174 return null;
175
176 if (mu < lowerBorder2) // outside simplex 2
177 return null;
178
179 if (mu > upperBorder2) // outside simplex 2
180 return null;
181
182 return s1.v1 + lambda*firstSimplexDirection;
183 }
184
185 // Intersects the simplex with a ray. The ray is defined as all p=origin + lambda*direction
186 // where lambda >= 0
187 public PhysicsVector RayIntersect(Vertex origin, PhysicsVector direction, bool bEndsIncluded)
188 {
189 PhysicsVector simplexDirection = v2 - v1;
190
191 float lambda = 0.0f;
192 float mu = 0.0f;
193
194 // Give us the parameters of an intersection. This subroutine does *not* take the constraints
195 // (intersection must be between v1 and v2 and it must be in the positive direction of the ray)
196 // into account. We do that afterwards.
197 intersectParameter(v1, simplexDirection, origin, direction, ref lambda, ref mu);
198
199 if (Single.IsInfinity(lambda)) // Special case. No intersection at all. directions parallel.
200 return null;
201
202 if (Single.IsNaN(lambda)) // Special case. many, many intersections.
203 return null;
204
205 if (mu < 0.0) // We're on the wrong side of the ray
206 return null;
207
208 if (lambda > 1.0) // We're behind v2
209 return null;
210
211 if (lambda == 1.0 && !bEndsIncluded)
212 return null; // The end of the simplices are not included
213
214 if (lambda < 0.0f) // we're before v1;
215 return null;
216
217 return v1 + lambda*simplexDirection;
218 }
219 }
220}