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author | Robert Adams | 2015-09-08 04:54:16 -0700 |
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committer | Robert Adams | 2015-09-08 04:54:16 -0700 |
commit | e5367d822be9b05e74c859afe2d2956a3e95aa33 (patch) | |
tree | e904050a30715df587aa527d7f313755177726a7 /OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Concavity.cs | |
parent | add lost admin_reset_land method (diff) | |
parent | Deleted access control spec from [LoginService] section of standalone config.... (diff) | |
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Merge of ubitworkvarnew with opensim/master as of 20150905.
This integrates the OpenSim refactoring to make physics, etc into modules.
AVN physics hasn't been moved to new location.
Does not compile yet.
Merge branch 'osmaster' into mbworknew1
Diffstat (limited to 'OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Concavity.cs')
-rw-r--r-- | OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Concavity.cs | 233 |
1 files changed, 233 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Concavity.cs b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Concavity.cs new file mode 100644 index 0000000..4140d25 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Concavity.cs | |||
@@ -0,0 +1,233 @@ | |||
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.PhysicsModule.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 | } | ||