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Diffstat (limited to 'OpenSim/Region/Physics/Meshing/SimpleHull.cs')
-rw-r--r-- | OpenSim/Region/Physics/Meshing/SimpleHull.cs | 394 |
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diff --git a/OpenSim/Region/Physics/Meshing/SimpleHull.cs b/OpenSim/Region/Physics/Meshing/SimpleHull.cs deleted file mode 100644 index 5eeadae..0000000 --- a/OpenSim/Region/Physics/Meshing/SimpleHull.cs +++ /dev/null | |||
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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 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using OpenSim.Region.Physics.Manager; | ||
31 | |||
32 | namespace OpenSim.Region.Physics.Meshing | ||
33 | { | ||
34 | // A simple hull is a set of vertices building up to simplices that border a region | ||
35 | // The word simple referes to the fact, that this class assumes, that all simplices | ||
36 | // do not intersect | ||
37 | // Simple hulls can be added and subtracted. | ||
38 | // Vertices can be checked to lie inside a hull | ||
39 | // Also note, that the sequence of the vertices is important and defines if the region that | ||
40 | // is defined by the hull lies inside or outside the simplex chain | ||
41 | public class SimpleHull | ||
42 | { | ||
43 | //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
44 | |||
45 | private List<Vertex> vertices = new List<Vertex>(); | ||
46 | private List<Vertex> holeVertices = new List<Vertex>(); // Only used, when the hull is hollow | ||
47 | |||
48 | // Adds a vertex to the end of the list | ||
49 | public void AddVertex(Vertex v) | ||
50 | { | ||
51 | vertices.Add(v); | ||
52 | } | ||
53 | |||
54 | public override String ToString() | ||
55 | { | ||
56 | String result = String.Empty; | ||
57 | foreach (Vertex v in vertices) | ||
58 | { | ||
59 | result += "b:" + v.ToString() + "\n"; | ||
60 | } | ||
61 | |||
62 | return result; | ||
63 | } | ||
64 | |||
65 | |||
66 | public List<Vertex> getVertices() | ||
67 | { | ||
68 | List<Vertex> newVertices = new List<Vertex>(); | ||
69 | |||
70 | newVertices.AddRange(vertices); | ||
71 | newVertices.Add(null); | ||
72 | newVertices.AddRange(holeVertices); | ||
73 | |||
74 | return newVertices; | ||
75 | } | ||
76 | |||
77 | public SimpleHull Clone() | ||
78 | { | ||
79 | SimpleHull result = new SimpleHull(); | ||
80 | foreach (Vertex v in vertices) | ||
81 | { | ||
82 | result.AddVertex(v.Clone()); | ||
83 | } | ||
84 | |||
85 | foreach (Vertex v in holeVertices) | ||
86 | { | ||
87 | result.holeVertices.Add(v.Clone()); | ||
88 | } | ||
89 | |||
90 | return result; | ||
91 | } | ||
92 | |||
93 | public bool IsPointIn(Vertex v1) | ||
94 | { | ||
95 | int iCounter = 0; | ||
96 | List<Simplex> simplices = buildSimplexList(); | ||
97 | foreach (Simplex s in simplices) | ||
98 | { | ||
99 | // Send a ray along the positive X-Direction | ||
100 | // Note, that this direction must correlate with the "below" interpretation | ||
101 | // of handling for the special cases below | ||
102 | PhysicsVector intersection = s.RayIntersect(v1, new PhysicsVector(1.0f, 0.0f, 0.0f), true); | ||
103 | |||
104 | if (intersection == null) | ||
105 | continue; // No intersection. Done. More tests to follow otherwise | ||
106 | |||
107 | // Did we hit the end of a simplex? | ||
108 | // Then this can be one of two special cases: | ||
109 | // 1. we go through a border exactly at a joint | ||
110 | // 2. we have just marginally touched a corner | ||
111 | // 3. we can slide along a border | ||
112 | // Solution: If the other vertex is "below" the ray, we don't count it | ||
113 | // Thus corners pointing down are counted twice, corners pointing up are not counted | ||
114 | // borders are counted once | ||
115 | if (intersection.IsIdentical(s.v1, 0.001f)) | ||
116 | { | ||
117 | if (s.v2.Y < v1.Y) | ||
118 | continue; | ||
119 | } | ||
120 | // Do this for the other vertex two | ||
121 | if (intersection.IsIdentical(s.v2, 0.001f)) | ||
122 | { | ||
123 | if (s.v1.Y < v1.Y) | ||
124 | continue; | ||
125 | } | ||
126 | iCounter++; | ||
127 | } | ||
128 | |||
129 | return iCounter%2 == 1; // Point is inside if the number of intersections is odd | ||
130 | } | ||
131 | |||
132 | public bool containsPointsFrom(SimpleHull otherHull) | ||
133 | { | ||
134 | foreach (Vertex v in otherHull.vertices) | ||
135 | { | ||
136 | if (IsPointIn(v)) | ||
137 | return true; | ||
138 | } | ||
139 | |||
140 | return false; | ||
141 | } | ||
142 | |||
143 | |||
144 | private List<Simplex> buildSimplexList() | ||
145 | { | ||
146 | List<Simplex> result = new List<Simplex>(); | ||
147 | |||
148 | // Not asserted but assumed: at least three vertices | ||
149 | for (int i = 0; i < vertices.Count - 1; i++) | ||
150 | { | ||
151 | Simplex s = new Simplex(vertices[i], vertices[i + 1]); | ||
152 | result.Add(s); | ||
153 | } | ||
154 | Simplex s1 = new Simplex(vertices[vertices.Count - 1], vertices[0]); | ||
155 | result.Add(s1); | ||
156 | |||
157 | if (holeVertices.Count == 0) | ||
158 | return result; | ||
159 | |||
160 | // Same here. At least three vertices in hole assumed | ||
161 | for (int i = 0; i < holeVertices.Count - 1; i++) | ||
162 | { | ||
163 | Simplex s = new Simplex(holeVertices[i], holeVertices[i + 1]); | ||
164 | result.Add(s); | ||
165 | } | ||
166 | |||
167 | s1 = new Simplex(holeVertices[holeVertices.Count - 1], holeVertices[0]); | ||
168 | result.Add(s1); | ||
169 | return result; | ||
170 | } | ||
171 | |||
172 | // TODO: unused | ||
173 | // private bool InsertVertex(Vertex v, int iAfter) | ||
174 | // { | ||
175 | // vertices.Insert(iAfter + 1, v); | ||
176 | // return true; | ||
177 | // } | ||
178 | |||
179 | private Vertex getNextVertex(Vertex currentVertex) | ||
180 | { | ||
181 | int iCurrentIndex; | ||
182 | iCurrentIndex = vertices.IndexOf(currentVertex); | ||
183 | |||
184 | // Error handling for iCurrentIndex==-1 should go here (and probably never will) | ||
185 | |||
186 | iCurrentIndex++; | ||
187 | if (iCurrentIndex == vertices.Count) | ||
188 | iCurrentIndex = 0; | ||
189 | |||
190 | return vertices[iCurrentIndex]; | ||
191 | } | ||
192 | |||
193 | public Vertex FindVertex(Vertex vBase, float tolerance) | ||
194 | { | ||
195 | foreach (Vertex v in vertices) | ||
196 | { | ||
197 | if (v.IsIdentical(vBase, tolerance)) | ||
198 | return v; | ||
199 | } | ||
200 | |||
201 | return null; | ||
202 | } | ||
203 | |||
204 | public void FindIntersection(Simplex s, ref Vertex Intersection, ref Vertex nextVertex) | ||
205 | { | ||
206 | Vertex bestIntersection = null; | ||
207 | float distToV1 = Single.PositiveInfinity; | ||
208 | Simplex bestIntersectingSimplex = null; | ||
209 | |||
210 | List<Simplex> simple = buildSimplexList(); | ||
211 | foreach (Simplex sTest in simple) | ||
212 | { | ||
213 | PhysicsVector vvTemp = Simplex.Intersect(sTest, s, -.001f, -.001f, 0.999f, .999f); | ||
214 | |||
215 | Vertex vTemp = null; | ||
216 | if (vvTemp != null) | ||
217 | vTemp = new Vertex(vvTemp); | ||
218 | |||
219 | if (vTemp != null) | ||
220 | { | ||
221 | PhysicsVector diff = (s.v1 - vTemp); | ||
222 | float distTemp = diff.length(); | ||
223 | |||
224 | if (bestIntersection == null || distTemp < distToV1) | ||
225 | { | ||
226 | bestIntersection = vTemp; | ||
227 | distToV1 = distTemp; | ||
228 | bestIntersectingSimplex = sTest; | ||
229 | } | ||
230 | } | ||
231 | } | ||
232 | |||
233 | Intersection = bestIntersection; | ||
234 | if (bestIntersectingSimplex != null) | ||
235 | nextVertex = bestIntersectingSimplex.v2; | ||
236 | else | ||
237 | nextVertex = null; | ||
238 | } | ||
239 | |||
240 | |||
241 | public static SimpleHull SubtractHull(SimpleHull baseHull, SimpleHull otherHull) | ||
242 | { | ||
243 | SimpleHull baseHullClone = baseHull.Clone(); | ||
244 | SimpleHull otherHullClone = otherHull.Clone(); | ||
245 | bool intersects = false; | ||
246 | |||
247 | //m_log.Debug("State before intersection detection"); | ||
248 | //m_log.DebugFormat("The baseHull is:\n{1}", 0, baseHullClone.ToString()); | ||
249 | //m_log.DebugFormat("The otherHull is:\n{1}", 0, otherHullClone.ToString()); | ||
250 | |||
251 | { | ||
252 | int iBase, iOther; | ||
253 | |||
254 | // Insert into baseHull | ||
255 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) | ||
256 | { | ||
257 | int iBaseNext = (iBase + 1)%baseHullClone.vertices.Count; | ||
258 | Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]); | ||
259 | |||
260 | for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++) | ||
261 | { | ||
262 | int iOtherNext = (iOther + 1)%otherHullClone.vertices.Count; | ||
263 | Simplex sOther = | ||
264 | new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]); | ||
265 | |||
266 | PhysicsVector intersect = Simplex.Intersect(sBase, sOther, 0.001f, -.001f, 0.999f, 1.001f); | ||
267 | if (intersect != null) | ||
268 | { | ||
269 | Vertex vIntersect = new Vertex(intersect); | ||
270 | baseHullClone.vertices.Insert(iBase + 1, vIntersect); | ||
271 | sBase.v2 = vIntersect; | ||
272 | intersects = true; | ||
273 | } | ||
274 | } | ||
275 | } | ||
276 | } | ||
277 | |||
278 | //m_log.Debug("State after intersection detection for the base hull"); | ||
279 | //m_log.DebugFormat("The baseHull is:\n{1}", 0, baseHullClone.ToString()); | ||
280 | |||
281 | { | ||
282 | int iOther, iBase; | ||
283 | |||
284 | // Insert into otherHull | ||
285 | for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++) | ||
286 | { | ||
287 | int iOtherNext = (iOther + 1)%otherHullClone.vertices.Count; | ||
288 | Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]); | ||
289 | |||
290 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) | ||
291 | { | ||
292 | int iBaseNext = (iBase + 1)%baseHullClone.vertices.Count; | ||
293 | Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]); | ||
294 | |||
295 | PhysicsVector intersect = Simplex.Intersect(sBase, sOther, -.001f, 0.001f, 1.001f, 0.999f); | ||
296 | if (intersect != null) | ||
297 | { | ||
298 | Vertex vIntersect = new Vertex(intersect); | ||
299 | otherHullClone.vertices.Insert(iOther + 1, vIntersect); | ||
300 | sOther.v2 = vIntersect; | ||
301 | intersects = true; | ||
302 | } | ||
303 | } | ||
304 | } | ||
305 | } | ||
306 | |||
307 | //m_log.Debug("State after intersection detection for the base hull"); | ||
308 | //m_log.DebugFormat("The otherHull is:\n{1}", 0, otherHullClone.ToString()); | ||
309 | |||
310 | bool otherIsInBase = baseHullClone.containsPointsFrom(otherHullClone); | ||
311 | if (!intersects && otherIsInBase) | ||
312 | { | ||
313 | // We have a hole here | ||
314 | baseHullClone.holeVertices = otherHullClone.vertices; | ||
315 | return baseHullClone; | ||
316 | } | ||
317 | |||
318 | SimpleHull result = new SimpleHull(); | ||
319 | |||
320 | // Find a good starting Simplex from baseHull | ||
321 | // A good starting simplex is one that is outside otherHull | ||
322 | // Such a simplex must exist, otherwise the result will be empty | ||
323 | Vertex baseStartVertex = null; | ||
324 | { | ||
325 | int iBase; | ||
326 | for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++) | ||
327 | { | ||
328 | int iBaseNext = (iBase + 1)%baseHullClone.vertices.Count; | ||
329 | Vertex center = new Vertex((baseHullClone.vertices[iBase] + baseHullClone.vertices[iBaseNext])/2.0f); | ||
330 | bool isOutside = !otherHullClone.IsPointIn(center); | ||
331 | if (isOutside) | ||
332 | { | ||
333 | baseStartVertex = baseHullClone.vertices[iBaseNext]; | ||
334 | break; | ||
335 | } | ||
336 | } | ||
337 | } | ||
338 | |||
339 | |||
340 | if (baseStartVertex == null) // i.e. no simplex fulfilled the "outside" condition. | ||
341 | // In otherwords, subtractHull completely embraces baseHull | ||
342 | { | ||
343 | return result; | ||
344 | } | ||
345 | |||
346 | // The simplex that *starts* with baseStartVertex is outside the cutting hull, | ||
347 | // so we can start our walk with the next vertex without loosing a branch | ||
348 | Vertex V1 = baseStartVertex; | ||
349 | bool onBase = true; | ||
350 | |||
351 | // And here is how we do the magic :-) | ||
352 | // Start on the base hull. | ||
353 | // Walk the vertices in the positive direction | ||
354 | // For each vertex check, whether it is a vertex shared with the other hull | ||
355 | // if this is the case, switch over to walking the other vertex list. | ||
356 | // Note: The other hull *must* go backwards to our starting point (via several orther vertices) | ||
357 | // Thus it is important that the cutting hull has the inverse directional sense than the | ||
358 | // base hull!!!!!!!!! (means if base goes CW around it's center cutting hull must go CCW) | ||
359 | |||
360 | bool done = false; | ||
361 | while (!done) | ||
362 | { | ||
363 | result.AddVertex(V1); | ||
364 | Vertex nextVertex = null; | ||
365 | if (onBase) | ||
366 | { | ||
367 | nextVertex = otherHullClone.FindVertex(V1, 0.001f); | ||
368 | } | ||
369 | else | ||
370 | { | ||
371 | nextVertex = baseHullClone.FindVertex(V1, 0.001f); | ||
372 | } | ||
373 | |||
374 | if (nextVertex != null) // A node that represents an intersection | ||
375 | { | ||
376 | V1 = nextVertex; // Needed to find the next vertex on the other hull | ||
377 | onBase = !onBase; | ||
378 | } | ||
379 | |||
380 | if (onBase) | ||
381 | V1 = baseHullClone.getNextVertex(V1); | ||
382 | else | ||
383 | V1 = otherHullClone.getNextVertex(V1); | ||
384 | |||
385 | if (V1 == baseStartVertex) | ||
386 | done = true; | ||
387 | } | ||
388 | |||
389 | //m_log.DebugFormat("The resulting Hull is:\n{1}", 0, result.ToString()); | ||
390 | |||
391 | return result; | ||
392 | } | ||
393 | } | ||
394 | } | ||