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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSim Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *
- */
- using System;
- using System.Collections.Generic;
- using OpenSim.Framework.Console;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Physics.Meshing
- {
- // A simple hull is a set of vertices building up to simplices that border a region
- // The word simple referes to the fact, that this class assumes, that all simplices
- // do not intersect
- // Simple hulls can be added and subtracted.
- // Vertices can be checked to lie inside a hull
- // Also note, that the sequence of the vertices is important and defines if the region that
- // is defined by the hull lies inside or outside the simplex chain
- public class SimpleHull
- {
- private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- private List<Vertex> vertices = new List<Vertex>();
- private List<Vertex> holeVertices = new List<Vertex>(); // Only used, when the hull is hollow
- // Adds a vertex to the end of the list
- public void AddVertex(Vertex v)
- {
- vertices.Add(v);
- }
- public override String ToString()
- {
- String result = String.Empty;
- foreach (Vertex v in vertices)
- {
- result += "b:" + v.ToString() + "\n";
- }
- return result;
- }
- public List<Vertex> getVertices()
- {
- List<Vertex> newVertices = new List<Vertex>();
- newVertices.AddRange(vertices);
- newVertices.Add(null);
- newVertices.AddRange(holeVertices);
- return newVertices;
- }
- public SimpleHull Clone()
- {
- SimpleHull result = new SimpleHull();
- foreach (Vertex v in vertices)
- {
- result.AddVertex(v.Clone());
- }
- foreach (Vertex v in holeVertices)
- {
- result.holeVertices.Add(v.Clone());
- }
- return result;
- }
- public bool IsPointIn(Vertex v1)
- {
- int iCounter = 0;
- List<Simplex> simplices = buildSimplexList();
- foreach (Simplex s in simplices)
- {
- // Send a ray along the positive X-Direction
- // Note, that this direction must correlate with the "below" interpretation
- // of handling for the special cases below
- PhysicsVector intersection = s.RayIntersect(v1, new PhysicsVector(1.0f, 0.0f, 0.0f), true);
- if (intersection == null)
- continue; // No intersection. Done. More tests to follow otherwise
- // Did we hit the end of a simplex?
- // Then this can be one of two special cases:
- // 1. we go through a border exactly at a joint
- // 2. we have just marginally touched a corner
- // 3. we can slide along a border
- // Solution: If the other vertex is "below" the ray, we don't count it
- // Thus corners pointing down are counted twice, corners pointing up are not counted
- // borders are counted once
- if (intersection.IsIdentical(s.v1, 0.001f))
- {
- if (s.v2.Y < v1.Y)
- continue;
- }
- // Do this for the other vertex two
- if (intersection.IsIdentical(s.v2, 0.001f))
- {
- if (s.v1.Y < v1.Y)
- continue;
- }
- iCounter++;
- }
- return iCounter%2 == 1; // Point is inside if the number of intersections is odd
- }
- public bool containsPointsFrom(SimpleHull otherHull)
- {
- foreach (Vertex v in otherHull.vertices)
- {
- if (IsPointIn(v))
- return true;
- }
- return false;
- }
- private List<Simplex> buildSimplexList()
- {
- List<Simplex> result = new List<Simplex>();
- // Not asserted but assumed: at least three vertices
- for (int i = 0; i < vertices.Count - 1; i++)
- {
- Simplex s = new Simplex(vertices[i], vertices[i + 1]);
- result.Add(s);
- }
- Simplex s1 = new Simplex(vertices[vertices.Count - 1], vertices[0]);
- result.Add(s1);
- if (holeVertices.Count == 0)
- return result;
- // Same here. At least three vertices in hole assumed
- for (int i = 0; i < holeVertices.Count - 1; i++)
- {
- Simplex s = new Simplex(holeVertices[i], holeVertices[i + 1]);
- result.Add(s);
- }
- s1 = new Simplex(holeVertices[holeVertices.Count - 1], holeVertices[0]);
- result.Add(s1);
- return result;
- }
- private bool InsertVertex(Vertex v, int iAfter)
- {
- vertices.Insert(iAfter + 1, v);
- return true;
- }
- private Vertex getNextVertex(Vertex currentVertex)
- {
- int iCurrentIndex;
- iCurrentIndex = vertices.IndexOf(currentVertex);
- // Error handling for iCurrentIndex==-1 should go here (and probably never will)
- iCurrentIndex++;
- if (iCurrentIndex == vertices.Count)
- iCurrentIndex = 0;
- return vertices[iCurrentIndex];
- }
- public Vertex FindVertex(Vertex vBase, float tolerance)
- {
- foreach (Vertex v in vertices)
- {
- if (v.IsIdentical(vBase, tolerance))
- return v;
- }
- return null;
- }
- public void FindIntersection(Simplex s, ref Vertex Intersection, ref Vertex nextVertex)
- {
- Vertex bestIntersection = null;
- float distToV1 = Single.PositiveInfinity;
- Simplex bestIntersectingSimplex = null;
- List<Simplex> simple = buildSimplexList();
- foreach (Simplex sTest in simple)
- {
- PhysicsVector vvTemp = Simplex.Intersect(sTest, s, -.001f, -.001f, 0.999f, .999f);
- Vertex vTemp = null;
- if (vvTemp != null)
- vTemp = new Vertex(vvTemp);
- if (vTemp != null)
- {
- PhysicsVector diff = (s.v1 - vTemp);
- float distTemp = diff.length();
- if (bestIntersection == null || distTemp < distToV1)
- {
- bestIntersection = vTemp;
- distToV1 = distTemp;
- bestIntersectingSimplex = sTest;
- }
- } // end if vTemp
- } // end foreach
- Intersection = bestIntersection;
- if (bestIntersectingSimplex != null)
- nextVertex = bestIntersectingSimplex.v2;
- else
- nextVertex = null;
- }
- public static SimpleHull SubtractHull(SimpleHull baseHull, SimpleHull otherHull)
- {
- SimpleHull baseHullClone = baseHull.Clone();
- SimpleHull otherHullClone = otherHull.Clone();
- bool intersects = false;
- //m_log.Debug("State before intersection detection");
- //m_log.DebugFormat("The baseHull is:\n{1}", 0, baseHullClone.ToString());
- //m_log.DebugFormat("The otherHull is:\n{1}", 0, otherHullClone.ToString());
- {
- int iBase, iOther;
- // Insert into baseHull
- for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++)
- {
- int iBaseNext = (iBase + 1)%baseHullClone.vertices.Count;
- Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]);
- for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++)
- {
- int iOtherNext = (iOther + 1)%otherHullClone.vertices.Count;
- Simplex sOther =
- new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]);
- PhysicsVector intersect = Simplex.Intersect(sBase, sOther, 0.001f, -.001f, 0.999f, 1.001f);
- if (intersect != null)
- {
- Vertex vIntersect = new Vertex(intersect);
- baseHullClone.vertices.Insert(iBase + 1, vIntersect);
- sBase.v2 = vIntersect;
- intersects = true;
- }
- }
- }
- }
- //m_log.Debug("State after intersection detection for the base hull");
- //m_log.DebugFormat("The baseHull is:\n{1}", 0, baseHullClone.ToString());
- {
- int iOther, iBase;
- // Insert into otherHull
- for (iOther = 0; iOther < otherHullClone.vertices.Count; iOther++)
- {
- int iOtherNext = (iOther + 1)%otherHullClone.vertices.Count;
- Simplex sOther = new Simplex(otherHullClone.vertices[iOther], otherHullClone.vertices[iOtherNext]);
- for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++)
- {
- int iBaseNext = (iBase + 1)%baseHullClone.vertices.Count;
- Simplex sBase = new Simplex(baseHullClone.vertices[iBase], baseHullClone.vertices[iBaseNext]);
- PhysicsVector intersect = Simplex.Intersect(sBase, sOther, -.001f, 0.001f, 1.001f, 0.999f);
- if (intersect != null)
- {
- Vertex vIntersect = new Vertex(intersect);
- otherHullClone.vertices.Insert(iOther + 1, vIntersect);
- sOther.v2 = vIntersect;
- intersects = true;
- }
- }
- }
- }
- //m_log.Debug("State after intersection detection for the base hull");
- //m_log.DebugFormat("The otherHull is:\n{1}", 0, otherHullClone.ToString());
- bool otherIsInBase = baseHullClone.containsPointsFrom(otherHullClone);
- if (!intersects && otherIsInBase)
- {
- // We have a hole here
- baseHullClone.holeVertices = otherHullClone.vertices;
- return baseHullClone;
- }
- SimpleHull result = new SimpleHull();
- // Find a good starting Simplex from baseHull
- // A good starting simplex is one that is outside otherHull
- // Such a simplex must exist, otherwise the result will be empty
- Vertex baseStartVertex = null;
- {
- int iBase;
- for (iBase = 0; iBase < baseHullClone.vertices.Count; iBase++)
- {
- int iBaseNext = (iBase + 1)%baseHullClone.vertices.Count;
- Vertex center = new Vertex((baseHullClone.vertices[iBase] + baseHullClone.vertices[iBaseNext])/2.0f);
- bool isOutside = !otherHullClone.IsPointIn(center);
- if (isOutside)
- {
- baseStartVertex = baseHullClone.vertices[iBaseNext];
- break;
- }
- }
- }
- if (baseStartVertex == null) // i.e. no simplex fulfilled the "outside" condition.
- // In otherwords, subtractHull completely embraces baseHull
- {
- return result;
- }
- // The simplex that *starts* with baseStartVertex is outside the cutting hull,
- // so we can start our walk with the next vertex without loosing a branch
- Vertex V1 = baseStartVertex;
- bool onBase = true;
- // And here is how we do the magic :-)
- // Start on the base hull.
- // Walk the vertices in the positive direction
- // For each vertex check, whether it is a vertex shared with the other hull
- // if this is the case, switch over to walking the other vertex list.
- // Note: The other hull *must* go backwards to our starting point (via several orther vertices)
- // Thus it is important that the cutting hull has the inverse directional sense than the
- // base hull!!!!!!!!! (means if base goes CW around it's center cutting hull must go CCW)
- bool done = false;
- while (!done)
- {
- result.AddVertex(V1);
- Vertex nextVertex = null;
- if (onBase)
- {
- nextVertex = otherHullClone.FindVertex(V1, 0.001f);
- }
- else
- {
- nextVertex = baseHullClone.FindVertex(V1, 0.001f);
- }
- if (nextVertex != null) // A node that represents an intersection
- {
- V1 = nextVertex; // Needed to find the next vertex on the other hull
- onBase = !onBase;
- }
- if (onBase)
- V1 = baseHullClone.getNextVertex(V1);
- else
- V1 = otherHullClone.getNextVertex(V1);
- if (V1 == baseStartVertex)
- done = true;
- }
- //m_log.DebugFormat("The resulting Hull is:\n{1}", 0, result.ToString());
- return result;
- }
- }
- }
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