using System; using System.Collections.Generic; using System.Text; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Physics.Meshing { // A simplex is a section of a straight line. // It is defined by its endpoints, i.e. by two vertices // Operation on vertices are public class Simplex : IComparable { public Vertex v1; public Vertex v2; public Simplex(Vertex _v1, Vertex _v2) { v1 = _v1; v2 = _v2; } public int CompareTo(Simplex other) { Vertex lv1, lv2, ov1, ov2, temp; lv1 = v1; lv2 = v2; ov1 = other.v1; ov2 = other.v2; if (lv1 > lv2) { temp = lv1; lv1 = lv2; lv2 = temp; } if (ov1 > ov2) { temp = ov1; ov1 = ov2; ov2 = temp; } if (lv1 > ov1) { return 1; } if (lv1 < ov1) { return -1; } if (lv2 > ov2) { return 1; } if (lv2 < ov2) { return -1; } return 0; } private static void intersectParameter(PhysicsVector p1, PhysicsVector r1, PhysicsVector p2, PhysicsVector r2, ref float lambda, ref float mu) { // Intersects two straights // p1, p2, points on the straight // r1, r2, directional vectors of the straight. Not necessarily of length 1! // note, that l, m can be scaled such, that the range 0..1 is mapped to the area between two points, // thus allowing to decide whether an intersection is between two points float r1x = r1.X; float r1y = r1.Y; float r2x = r2.X; float r2y = r2.Y; float denom = r1y*r2x - r1x*r2y; float p1x = p1.X; float p1y = p1.Y; float p2x = p2.X; float p2y = p2.Y; float z1=-p2x * r2y + p1x * r2y + (p2y - p1y) * r2x; float z2=-p2x * r1y + p1x * r1y + (p2y - p1y) * r1x; if (denom == 0.0f) // Means the straights are parallel. Either no intersection or an infinite number of them { if (z1==0.0f) {// Means they are identical -> many, many intersections lambda = Single.NaN; mu = Single.NaN; } else { lambda = Single.PositiveInfinity; mu = Single.PositiveInfinity; } return; } lambda = z1 / denom; mu = z2 / denom; } // Intersects the simplex with another one. // the borders are used to deal with float inaccuracies // As a rule of thumb, the borders are // lowerBorder1 : 0.0 // lowerBorder2 : 0.0 // upperBorder1 : 1.0 // upperBorder2 : 1.0 // 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) public static PhysicsVector Intersect( Simplex s1, Simplex s2, float lowerBorder1, float lowerBorder2, float upperBorder1, float upperBorder2) { PhysicsVector firstSimplexDirection = s1.v2 - s1.v1; PhysicsVector secondSimplexDirection = s2.v2 - s2.v1; float lambda = 0.0f; float mu = 0.0f; // Give us the parameters of an intersection. This subroutine does *not* take the constraints // (intersection must be between v1 and v2 and it must be in the positive direction of the ray) // into account. We do that afterwards. intersectParameter(s1.v1, firstSimplexDirection, s2.v1, secondSimplexDirection, ref lambda, ref mu); if (Single.IsInfinity(lambda)) // Special case. No intersection at all. directions parallel. return null; if (Single.IsNaN(lambda)) // Special case. many, many intersections. return null; if (lambda > upperBorder1) // We're behind v2 return null; if (lambda < lowerBorder1) return null; if (mu < lowerBorder2) // outside simplex 2 return null; if (mu > upperBorder2) // outside simplex 2 return null; return s1.v1 + lambda * firstSimplexDirection; } // Intersects the simplex with a ray. The ray is defined as all p=origin + lambda*direction // where lambda >= 0 public PhysicsVector RayIntersect(Vertex origin, PhysicsVector direction, bool bEndsIncluded) { PhysicsVector simplexDirection = v2 - v1; float lambda = 0.0f; float mu = 0.0f; // Give us the parameters of an intersection. This subroutine does *not* take the constraints // (intersection must be between v1 and v2 and it must be in the positive direction of the ray) // into account. We do that afterwards. intersectParameter(v1, simplexDirection, origin, direction, ref lambda, ref mu); if (Single.IsInfinity(lambda)) // Special case. No intersection at all. directions parallel. return null; if (Single.IsNaN(lambda)) // Special case. many, many intersections. return null; if (mu < 0.0) // We're on the wrong side of the ray return null; if (lambda > 1.0) // We're behind v2 return null; if (lambda == 1.0 && !bEndsIncluded) return null; // The end of the simplices are not included if (lambda < 0.0f) // we're before v1; return null; return this.v1 + lambda * simplexDirection; } } }