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- /* The MIT License
- *
- * Copyright (c) 2010 Intel Corporation.
- * All rights reserved.
- *
- * Based on the convexdecomposition library from
- * <http://codesuppository.googlecode.com> 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.PhysicsModules.ConvexDecompositionDotNet
- {
- public class Wpoint
- {
- public float3 mPoint;
- public float mWeight;
- public Wpoint(float3 p, float w)
- {
- mPoint = p;
- mWeight = w;
- }
- }
- public class CTri
- {
- private const int WSCALE = 4;
- public float3 mP1;
- public float3 mP2;
- public float3 mP3;
- public float3 mNear1;
- public float3 mNear2;
- public float3 mNear3;
- public float3 mNormal;
- public float mPlaneD;
- public float mConcavity;
- public float mC1;
- public float mC2;
- public float mC3;
- public int mI1;
- public int mI2;
- public int mI3;
- public int mProcessed; // already been added...
- public CTri(float3 p1, float3 p2, float3 p3, int i1, int i2, int i3)
- {
- mProcessed = 0;
- mI1 = i1;
- mI2 = i2;
- mI3 = i3;
- mP1 = new float3(p1);
- mP2 = new float3(p2);
- mP3 = new float3(p3);
- mNear1 = new float3();
- mNear2 = new float3();
- mNear3 = new float3();
- mNormal = new float3();
- mPlaneD = mNormal.ComputePlane(mP1, mP2, mP3);
- }
- public float Facing(CTri t)
- {
- return float3.dot(mNormal, t.mNormal);
- }
- public bool clip(float3 start, ref float3 end)
- {
- float3 sect = new float3();
- bool hit = lineIntersectsTriangle(start, end, mP1, mP2, mP3, ref sect);
- if (hit)
- end = sect;
- return hit;
- }
- public bool Concave(float3 p, ref float distance, ref float3 n)
- {
- n.NearestPointInTriangle(p, mP1, mP2, mP3);
- distance = p.Distance(n);
- return true;
- }
- public void addTri(int[] indices, int i1, int i2, int i3, ref int tcount)
- {
- indices[tcount * 3 + 0] = i1;
- indices[tcount * 3 + 1] = i2;
- indices[tcount * 3 + 2] = i3;
- tcount++;
- }
- public float getVolume()
- {
- int[] indices = new int[8 * 3];
- int tcount = 0;
- addTri(indices, 0, 1, 2, ref tcount);
- addTri(indices, 3, 4, 5, ref tcount);
- addTri(indices, 0, 3, 4, ref tcount);
- addTri(indices, 0, 4, 1, ref tcount);
- addTri(indices, 1, 4, 5, ref tcount);
- addTri(indices, 1, 5, 2, ref tcount);
- addTri(indices, 0, 3, 5, ref tcount);
- addTri(indices, 0, 5, 2, ref tcount);
- List<float3> vertices = new List<float3> { mP1, mP2, mP3, mNear1, mNear2, mNear3 };
- List<int> indexList = new List<int>(indices);
- float v = Concavity.computeMeshVolume(vertices, indexList);
- return v;
- }
- public float raySect(float3 p, float3 dir, ref float3 sect)
- {
- float4 plane = new float4();
- plane.x = mNormal.x;
- plane.y = mNormal.y;
- plane.z = mNormal.z;
- plane.w = mPlaneD;
- float3 dest = p + dir * 100000f;
- intersect(p, dest, ref sect, plane);
- return sect.Distance(p); // return the intersection distance
- }
- public float planeDistance(float3 p)
- {
- float4 plane = new float4();
- plane.x = mNormal.x;
- plane.y = mNormal.y;
- plane.z = mNormal.z;
- plane.w = mPlaneD;
- return DistToPt(p, plane);
- }
- public bool samePlane(CTri t)
- {
- const float THRESH = 0.001f;
- float dd = Math.Abs(t.mPlaneD - mPlaneD);
- if (dd > THRESH)
- return false;
- dd = Math.Abs(t.mNormal.x - mNormal.x);
- if (dd > THRESH)
- return false;
- dd = Math.Abs(t.mNormal.y - mNormal.y);
- if (dd > THRESH)
- return false;
- dd = Math.Abs(t.mNormal.z - mNormal.z);
- if (dd > THRESH)
- return false;
- return true;
- }
- public bool hasIndex(int i)
- {
- if (i == mI1 || i == mI2 || i == mI3)
- return true;
- return false;
- }
- public bool sharesEdge(CTri t)
- {
- bool ret = false;
- uint count = 0;
- if (t.hasIndex(mI1))
- count++;
- if (t.hasIndex(mI2))
- count++;
- if (t.hasIndex(mI3))
- count++;
- if (count >= 2)
- ret = true;
- return ret;
- }
- public float area()
- {
- float a = mConcavity * mP1.Area(mP2, mP3);
- return a;
- }
- public void addWeighted(List<Wpoint> list)
- {
- Wpoint p1 = new Wpoint(mP1, mC1);
- Wpoint p2 = new Wpoint(mP2, mC2);
- Wpoint p3 = new Wpoint(mP3, mC3);
- float3 d1 = mNear1 - mP1;
- float3 d2 = mNear2 - mP2;
- float3 d3 = mNear3 - mP3;
- d1 *= WSCALE;
- d2 *= WSCALE;
- d3 *= WSCALE;
- d1 = d1 + mP1;
- d2 = d2 + mP2;
- d3 = d3 + mP3;
- Wpoint p4 = new Wpoint(d1, mC1);
- Wpoint p5 = new Wpoint(d2, mC2);
- Wpoint p6 = new Wpoint(d3, mC3);
- list.Add(p1);
- list.Add(p2);
- list.Add(p3);
- list.Add(p4);
- list.Add(p5);
- list.Add(p6);
- }
- private static float DistToPt(float3 p, float4 plane)
- {
- float x = p.x;
- float y = p.y;
- float z = p.z;
- float d = x*plane.x + y*plane.y + z*plane.z + plane.w;
- return d;
- }
- private static void intersect(float3 p1, float3 p2, ref float3 split, float4 plane)
- {
- float dp1 = DistToPt(p1, plane);
- float3 dir = new float3();
- dir.x = p2[0] - p1[0];
- dir.y = p2[1] - p1[1];
- dir.z = p2[2] - p1[2];
- float dot1 = dir[0] * plane[0] + dir[1] * plane[1] + dir[2] * plane[2];
- float dot2 = dp1 - plane[3];
- float t = -(plane[3] + dot2) / dot1;
- split.x = (dir[0] * t) + p1[0];
- split.y = (dir[1] * t) + p1[1];
- split.z = (dir[2] * t) + p1[2];
- }
- private static bool rayIntersectsTriangle(float3 p, float3 d, float3 v0, float3 v1, float3 v2, out float t)
- {
- t = 0f;
- float3 e1, e2, h, s, q;
- float a, f, u, v;
- e1 = v1 - v0;
- e2 = v2 - v0;
- h = float3.cross(d, e2);
- a = float3.dot(e1, h);
- if (a > -0.00001f && a < 0.00001f)
- return false;
- f = 1f / a;
- s = p - v0;
- u = f * float3.dot(s, h);
- if (u < 0.0f || u > 1.0f)
- return false;
- q = float3.cross(s, e1);
- v = f * float3.dot(d, q);
- if (v < 0.0f || u + v > 1.0f)
- return false;
- // at this stage we can compute t to find out where
- // the intersection point is on the line
- t = f * float3.dot(e2, q);
- if (t > 0f) // ray intersection
- return true;
- else // this means that there is a line intersection but not a ray intersection
- return false;
- }
- private static bool lineIntersectsTriangle(float3 rayStart, float3 rayEnd, float3 p1, float3 p2, float3 p3, ref float3 sect)
- {
- float3 dir = rayEnd - rayStart;
- float d = (float)Math.Sqrt(dir[0] * dir[0] + dir[1] * dir[1] + dir[2] * dir[2]);
- float r = 1.0f / d;
- dir *= r;
- float t;
- bool ret = rayIntersectsTriangle(rayStart, dir, p1, p2, p3, out t);
- if (ret)
- {
- if (t > d)
- {
- sect.x = rayStart.x + dir.x * t;
- sect.y = rayStart.y + dir.y * t;
- sect.z = rayStart.z + dir.z * t;
- }
- else
- {
- ret = false;
- }
- }
- return ret;
- }
- }
- }
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