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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 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<Simplex>
- {
- 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 v1 + lambda*simplexDirection;
- }
- }
- }
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