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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;
- using System.Diagnostics;
- namespace OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet
- {
- public enum PlaneTriResult : int
- {
- PTR_FRONT,
- PTR_BACK,
- PTR_SPLIT
- }
- public static class PlaneTri
- {
- private static float DistToPt(float3 p, float4 plane)
- {
- return p.x * plane.x + p.y * plane.y + p.z * plane.z + plane.w;
- }
- private static PlaneTriResult getSidePlane(float3 p, float4 plane, float epsilon)
- {
- float d = DistToPt(p, plane);
- if ((d + epsilon) > 0f)
- return PlaneTriResult.PTR_FRONT; // it is 'in front' within the provided epsilon value.
- return PlaneTriResult.PTR_BACK;
- }
- private static void add(float3 p, float3[] dest, ref int pcount)
- {
- dest[pcount++] = new float3(p);
- Debug.Assert(pcount <= 4);
- }
- // assumes that the points are on opposite sides of the plane!
- private static void intersect(float3 p1, float3 p2, float3 split, float4 plane)
- {
- float dp1 = DistToPt(p1, plane);
- float[] dir = new float[3];
- dir[0] = p2[0] - p1[0];
- dir[1] = p2[1] - p1[1];
- dir[2] = 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];
- }
- public static PlaneTriResult planeTriIntersection(float4 plane, FaceTri triangle, float epsilon, ref float3[] front, out int fcount, ref float3[] back, out int bcount)
- {
- fcount = 0;
- bcount = 0;
- // get the three vertices of the triangle.
- float3 p1 = triangle.P1;
- float3 p2 = triangle.P2;
- float3 p3 = triangle.P3;
- PlaneTriResult r1 = getSidePlane(p1, plane, epsilon); // compute the side of the plane each vertex is on
- PlaneTriResult r2 = getSidePlane(p2, plane, epsilon);
- PlaneTriResult r3 = getSidePlane(p3, plane, epsilon);
- if (r1 == r2 && r1 == r3) // if all three vertices are on the same side of the plane.
- {
- if (r1 == PlaneTriResult.PTR_FRONT) // if all three are in front of the plane, then copy to the 'front' output triangle.
- {
- add(p1, front, ref fcount);
- add(p2, front, ref fcount);
- add(p3, front, ref fcount);
- }
- else
- {
- add(p1, back, ref bcount); // if all three are in 'back' then copy to the 'back' output triangle.
- add(p2, back, ref bcount);
- add(p3, back, ref bcount);
- }
- return r1; // if all three points are on the same side of the plane return result
- }
- // ok.. we need to split the triangle at the plane.
- // First test ray segment P1 to P2
- if (r1 == r2) // if these are both on the same side...
- {
- if (r1 == PlaneTriResult.PTR_FRONT)
- {
- add(p1, front, ref fcount);
- add(p2, front, ref fcount);
- }
- else
- {
- add(p1, back, ref bcount);
- add(p2, back, ref bcount);
- }
- }
- else
- {
- float3 split = new float3();
- intersect(p1, p2, split, plane);
- if (r1 == PlaneTriResult.PTR_FRONT)
- {
- add(p1, front, ref fcount);
- add(split, front, ref fcount);
- add(split, back, ref bcount);
- add(p2, back, ref bcount);
- }
- else
- {
- add(p1, back, ref bcount);
- add(split, back, ref bcount);
- add(split, front, ref fcount);
- add(p2, front, ref fcount);
- }
- }
- // Next test ray segment P2 to P3
- if (r2 == r3) // if these are both on the same side...
- {
- if (r3 == PlaneTriResult.PTR_FRONT)
- {
- add(p3, front, ref fcount);
- }
- else
- {
- add(p3, back, ref bcount);
- }
- }
- else
- {
- float3 split = new float3(); // split the point
- intersect(p2, p3, split, plane);
- if (r3 == PlaneTriResult.PTR_FRONT)
- {
- add(split, front, ref fcount);
- add(split, back, ref bcount);
- add(p3, front, ref fcount);
- }
- else
- {
- add(split, front, ref fcount);
- add(split, back, ref bcount);
- add(p3, back, ref bcount);
- }
- }
- // Next test ray segment P3 to P1
- if (r3 != r1) // if these are both on the same side...
- {
- float3 split = new float3(); // split the point
- intersect(p3, p1, split, plane);
- if (r1 == PlaneTriResult.PTR_FRONT)
- {
- add(split, front, ref fcount);
- add(split, back, ref bcount);
- }
- else
- {
- add(split, front, ref fcount);
- add(split, back, ref bcount);
- }
- }
- return PlaneTriResult.PTR_SPLIT;
- }
- }
- }
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