/* The MIT License * * Copyright (c) 2010 Intel Corporation. * All rights reserved. * * Based on the convexdecomposition library from * by John W. Ratcliff and Stan Melax. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ using System; using System.Collections.Generic; namespace OpenSim.Region.Physics.ConvexDecompositionDotNet { public class Rect3d { public float[] mMin = new float[3]; public float[] mMax = new float[3]; public Rect3d() { } public Rect3d(float[] bmin, float[] bmax) { mMin[0] = bmin[0]; mMin[1] = bmin[1]; mMin[2] = bmin[2]; mMax[0] = bmax[0]; mMax[1] = bmax[1]; mMax[2] = bmax[2]; } public void SetMin(float[] bmin) { mMin[0] = bmin[0]; mMin[1] = bmin[1]; mMin[2] = bmin[2]; } public void SetMax(float[] bmax) { mMax[0] = bmax[0]; mMax[1] = bmax[1]; mMax[2] = bmax[2]; } public void SetMin(float x, float y, float z) { mMin[0] = x; mMin[1] = y; mMin[2] = z; } public void SetMax(float x, float y, float z) { mMax[0] = x; mMax[1] = y; mMax[2] = z; } } public static class SplitPlane { public static bool computeSplitPlane(List vertices, List indices, ref float4 plane) { float[] bmin = { Single.MaxValue, Single.MaxValue, Single.MaxValue }; float[] bmax = { Single.MinValue, Single.MinValue, Single.MinValue }; for (int i = 0; i < vertices.Count; i++) { float3 p = vertices[i]; if (p[0] < bmin[0]) bmin[0] = p[0]; if (p[1] < bmin[1]) bmin[1] = p[1]; if (p[2] < bmin[2]) bmin[2] = p[2]; if (p[0] > bmax[0]) bmax[0] = p[0]; if (p[1] > bmax[1]) bmax[1] = p[1]; if (p[2] > bmax[2]) bmax[2] = p[2]; } float dx = bmax[0] - bmin[0]; float dy = bmax[1] - bmin[1]; float dz = bmax[2] - bmin[2]; float laxis = dx; int axis = 0; if (dy > dx) { axis = 1; laxis = dy; } if (dz > dx && dz > dy) { axis = 2; laxis = dz; } float[] p1 = new float[3]; float[] p2 = new float[3]; float[] p3 = new float[3]; p3[0] = p2[0] = p1[0] = bmin[0] + dx * 0.5f; p3[1] = p2[1] = p1[1] = bmin[1] + dy * 0.5f; p3[2] = p2[2] = p1[2] = bmin[2] + dz * 0.5f; Rect3d b = new Rect3d(bmin, bmax); Rect3d b1 = new Rect3d(); Rect3d b2 = new Rect3d(); splitRect(axis, b, b1, b2, p1); switch (axis) { case 0: p2[1] = bmin[1]; p2[2] = bmin[2]; if (dz > dy) { p3[1] = bmax[1]; p3[2] = bmin[2]; } else { p3[1] = bmin[1]; p3[2] = bmax[2]; } break; case 1: p2[0] = bmin[0]; p2[2] = bmin[2]; if (dx > dz) { p3[0] = bmax[0]; p3[2] = bmin[2]; } else { p3[0] = bmin[0]; p3[2] = bmax[2]; } break; case 2: p2[0] = bmin[0]; p2[1] = bmin[1]; if (dx > dy) { p3[0] = bmax[0]; p3[1] = bmin[1]; } else { p3[0] = bmin[0]; p3[1] = bmax[1]; } break; } computePlane(p1, p2, p3, plane); return true; } internal static void computePlane(float[] A, float[] B, float[] C, float4 plane) { float vx = (B[0] - C[0]); float vy = (B[1] - C[1]); float vz = (B[2] - C[2]); float wx = (A[0] - B[0]); float wy = (A[1] - B[1]); float wz = (A[2] - B[2]); float vw_x = vy * wz - vz * wy; float vw_y = vz * wx - vx * wz; float vw_z = vx * wy - vy * wx; float mag = (float)Math.Sqrt((vw_x * vw_x) + (vw_y * vw_y) + (vw_z * vw_z)); if (mag < 0.000001f) { mag = 0; } else { mag = 1.0f / mag; } float x = vw_x * mag; float y = vw_y * mag; float z = vw_z * mag; float D = 0.0f - ((x * A[0]) + (y * A[1]) + (z * A[2])); plane.x = x; plane.y = y; plane.z = z; plane.w = D; } public static void splitRect(int axis, Rect3d source, Rect3d b1, Rect3d b2, float[] midpoint) { switch (axis) { case 0: b1.SetMin(source.mMin); b1.SetMax(midpoint[0], source.mMax[1], source.mMax[2]); b2.SetMin(midpoint[0], source.mMin[1], source.mMin[2]); b2.SetMax(source.mMax); break; case 1: b1.SetMin(source.mMin); b1.SetMax(source.mMax[0], midpoint[1], source.mMax[2]); b2.SetMin(source.mMin[0], midpoint[1], source.mMin[2]); b2.SetMax(source.mMax); break; case 2: b1.SetMin(source.mMin); b1.SetMax(source.mMax[0], source.mMax[1], midpoint[2]); b2.SetMin(source.mMin[0], source.mMin[1], midpoint[2]); b2.SetMax(source.mMax); break; } } } }