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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 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<float3> vertices, List<int> 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;
- }
- }
- }
- }
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