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Diffstat (limited to 'OpenSim/Region/Physics/ConvexDecompositionDotNet/SplitPlane.cs')
-rw-r--r-- | OpenSim/Region/Physics/ConvexDecompositionDotNet/SplitPlane.cs | 265 |
1 files changed, 265 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/ConvexDecompositionDotNet/SplitPlane.cs b/OpenSim/Region/Physics/ConvexDecompositionDotNet/SplitPlane.cs new file mode 100644 index 0000000..9f06a9a --- /dev/null +++ b/OpenSim/Region/Physics/ConvexDecompositionDotNet/SplitPlane.cs | |||
@@ -0,0 +1,265 @@ | |||
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 | |||
31 | namespace OpenSim.Region.Physics.ConvexDecompositionDotNet | ||
32 | { | ||
33 | public class Rect3d | ||
34 | { | ||
35 | public float[] mMin = new float[3]; | ||
36 | public float[] mMax = new float[3]; | ||
37 | |||
38 | public Rect3d() | ||
39 | { | ||
40 | } | ||
41 | |||
42 | public Rect3d(float[] bmin, float[] bmax) | ||
43 | { | ||
44 | mMin[0] = bmin[0]; | ||
45 | mMin[1] = bmin[1]; | ||
46 | mMin[2] = bmin[2]; | ||
47 | |||
48 | mMax[0] = bmax[0]; | ||
49 | mMax[1] = bmax[1]; | ||
50 | mMax[2] = bmax[2]; | ||
51 | } | ||
52 | |||
53 | public void SetMin(float[] bmin) | ||
54 | { | ||
55 | mMin[0] = bmin[0]; | ||
56 | mMin[1] = bmin[1]; | ||
57 | mMin[2] = bmin[2]; | ||
58 | } | ||
59 | |||
60 | public void SetMax(float[] bmax) | ||
61 | { | ||
62 | mMax[0] = bmax[0]; | ||
63 | mMax[1] = bmax[1]; | ||
64 | mMax[2] = bmax[2]; | ||
65 | } | ||
66 | |||
67 | public void SetMin(float x, float y, float z) | ||
68 | { | ||
69 | mMin[0] = x; | ||
70 | mMin[1] = y; | ||
71 | mMin[2] = z; | ||
72 | } | ||
73 | |||
74 | public void SetMax(float x, float y, float z) | ||
75 | { | ||
76 | mMax[0] = x; | ||
77 | mMax[1] = y; | ||
78 | mMax[2] = z; | ||
79 | } | ||
80 | } | ||
81 | |||
82 | public static class SplitPlane | ||
83 | { | ||
84 | public static bool computeSplitPlane(List<float3> vertices, List<int> indices, ref float4 plane) | ||
85 | { | ||
86 | float[] bmin = { Single.MaxValue, Single.MaxValue, Single.MaxValue }; | ||
87 | float[] bmax = { Single.MinValue, Single.MinValue, Single.MinValue }; | ||
88 | |||
89 | for (int i = 0; i < vertices.Count; i++) | ||
90 | { | ||
91 | float3 p = vertices[i]; | ||
92 | |||
93 | if (p[0] < bmin[0]) | ||
94 | bmin[0] = p[0]; | ||
95 | if (p[1] < bmin[1]) | ||
96 | bmin[1] = p[1]; | ||
97 | if (p[2] < bmin[2]) | ||
98 | bmin[2] = p[2]; | ||
99 | |||
100 | if (p[0] > bmax[0]) | ||
101 | bmax[0] = p[0]; | ||
102 | if (p[1] > bmax[1]) | ||
103 | bmax[1] = p[1]; | ||
104 | if (p[2] > bmax[2]) | ||
105 | bmax[2] = p[2]; | ||
106 | } | ||
107 | |||
108 | float dx = bmax[0] - bmin[0]; | ||
109 | float dy = bmax[1] - bmin[1]; | ||
110 | float dz = bmax[2] - bmin[2]; | ||
111 | |||
112 | float laxis = dx; | ||
113 | |||
114 | int axis = 0; | ||
115 | |||
116 | if (dy > dx) | ||
117 | { | ||
118 | axis = 1; | ||
119 | laxis = dy; | ||
120 | } | ||
121 | |||
122 | if (dz > dx && dz > dy) | ||
123 | { | ||
124 | axis = 2; | ||
125 | laxis = dz; | ||
126 | } | ||
127 | |||
128 | float[] p1 = new float[3]; | ||
129 | float[] p2 = new float[3]; | ||
130 | float[] p3 = new float[3]; | ||
131 | |||
132 | p3[0] = p2[0] = p1[0] = bmin[0] + dx * 0.5f; | ||
133 | p3[1] = p2[1] = p1[1] = bmin[1] + dy * 0.5f; | ||
134 | p3[2] = p2[2] = p1[2] = bmin[2] + dz * 0.5f; | ||
135 | |||
136 | Rect3d b = new Rect3d(bmin, bmax); | ||
137 | |||
138 | Rect3d b1 = new Rect3d(); | ||
139 | Rect3d b2 = new Rect3d(); | ||
140 | |||
141 | splitRect(axis, b, b1, b2, p1); | ||
142 | |||
143 | switch (axis) | ||
144 | { | ||
145 | case 0: | ||
146 | p2[1] = bmin[1]; | ||
147 | p2[2] = bmin[2]; | ||
148 | |||
149 | if (dz > dy) | ||
150 | { | ||
151 | p3[1] = bmax[1]; | ||
152 | p3[2] = bmin[2]; | ||
153 | } | ||
154 | else | ||
155 | { | ||
156 | p3[1] = bmin[1]; | ||
157 | p3[2] = bmax[2]; | ||
158 | } | ||
159 | |||
160 | break; | ||
161 | case 1: | ||
162 | p2[0] = bmin[0]; | ||
163 | p2[2] = bmin[2]; | ||
164 | |||
165 | if (dx > dz) | ||
166 | { | ||
167 | p3[0] = bmax[0]; | ||
168 | p3[2] = bmin[2]; | ||
169 | } | ||
170 | else | ||
171 | { | ||
172 | p3[0] = bmin[0]; | ||
173 | p3[2] = bmax[2]; | ||
174 | } | ||
175 | |||
176 | break; | ||
177 | case 2: | ||
178 | p2[0] = bmin[0]; | ||
179 | p2[1] = bmin[1]; | ||
180 | |||
181 | if (dx > dy) | ||
182 | { | ||
183 | p3[0] = bmax[0]; | ||
184 | p3[1] = bmin[1]; | ||
185 | } | ||
186 | else | ||
187 | { | ||
188 | p3[0] = bmin[0]; | ||
189 | p3[1] = bmax[1]; | ||
190 | } | ||
191 | |||
192 | break; | ||
193 | } | ||
194 | |||
195 | computePlane(p1, p2, p3, plane); | ||
196 | |||
197 | return true; | ||
198 | } | ||
199 | |||
200 | internal static void computePlane(float[] A, float[] B, float[] C, float4 plane) | ||
201 | { | ||
202 | float vx = (B[0] - C[0]); | ||
203 | float vy = (B[1] - C[1]); | ||
204 | float vz = (B[2] - C[2]); | ||
205 | |||
206 | float wx = (A[0] - B[0]); | ||
207 | float wy = (A[1] - B[1]); | ||
208 | float wz = (A[2] - B[2]); | ||
209 | |||
210 | float vw_x = vy * wz - vz * wy; | ||
211 | float vw_y = vz * wx - vx * wz; | ||
212 | float vw_z = vx * wy - vy * wx; | ||
213 | |||
214 | float mag = (float)Math.Sqrt((vw_x * vw_x) + (vw_y * vw_y) + (vw_z * vw_z)); | ||
215 | |||
216 | if (mag < 0.000001f) | ||
217 | { | ||
218 | mag = 0; | ||
219 | } | ||
220 | else | ||
221 | { | ||
222 | mag = 1.0f / mag; | ||
223 | } | ||
224 | |||
225 | float x = vw_x * mag; | ||
226 | float y = vw_y * mag; | ||
227 | float z = vw_z * mag; | ||
228 | |||
229 | float D = 0.0f - ((x * A[0]) + (y * A[1]) + (z * A[2])); | ||
230 | |||
231 | plane.x = x; | ||
232 | plane.y = y; | ||
233 | plane.z = z; | ||
234 | plane.w = D; | ||
235 | } | ||
236 | |||
237 | public static void splitRect(int axis, Rect3d source, Rect3d b1, Rect3d b2, float[] midpoint) | ||
238 | { | ||
239 | switch (axis) | ||
240 | { | ||
241 | case 0: | ||
242 | b1.SetMin(source.mMin); | ||
243 | b1.SetMax(midpoint[0], source.mMax[1], source.mMax[2]); | ||
244 | |||
245 | b2.SetMin(midpoint[0], source.mMin[1], source.mMin[2]); | ||
246 | b2.SetMax(source.mMax); | ||
247 | break; | ||
248 | case 1: | ||
249 | b1.SetMin(source.mMin); | ||
250 | b1.SetMax(source.mMax[0], midpoint[1], source.mMax[2]); | ||
251 | |||
252 | b2.SetMin(source.mMin[0], midpoint[1], source.mMin[2]); | ||
253 | b2.SetMax(source.mMax); | ||
254 | break; | ||
255 | case 2: | ||
256 | b1.SetMin(source.mMin); | ||
257 | b1.SetMax(source.mMax[0], source.mMax[1], midpoint[2]); | ||
258 | |||
259 | b2.SetMin(source.mMin[0], source.mMin[1], midpoint[2]); | ||
260 | b2.SetMax(source.mMax); | ||
261 | break; | ||
262 | } | ||
263 | } | ||
264 | } | ||
265 | } | ||