doom3-bfg/neo/idlib/geometry/Winding.cpp

1883 lines
35 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#pragma hdrstop
#include "precompiled.h"
//===============================================================
//
// idWinding
//
//===============================================================
/*
=============
idWinding::ReAllocate
=============
*/
bool idWinding::ReAllocate( int n, bool keep )
{
idVec5* oldP;
oldP = p;
n = ( n + 3 ) & ~3; // align up to multiple of four
p = new( TAG_IDLIB_WINDING ) idVec5[n];
if( oldP )
{
if( keep )
{
memcpy( p, oldP, numPoints * sizeof( p[0] ) );
}
delete[] oldP;
}
allocedSize = n;
return true;
}
/*
=============
idWinding::BaseForPlane
=============
*/
void idWinding::BaseForPlane( const idVec3& normal, const float dist )
{
idVec3 org, vright, vup;
org = normal * dist;
normal.NormalVectors( vup, vright );
vup *= MAX_WORLD_SIZE;
vright *= MAX_WORLD_SIZE;
EnsureAlloced( 4 );
numPoints = 4;
p[0].ToVec3() = org - vright + vup;
p[0].s = p[0].t = 0.0f;
p[1].ToVec3() = org + vright + vup;
p[1].s = p[1].t = 0.0f;
p[2].ToVec3() = org + vright - vup;
p[2].s = p[2].t = 0.0f;
p[3].ToVec3() = org - vright - vup;
p[3].s = p[3].t = 0.0f;
}
/*
=============
idWinding::Split
=============
*/
int idWinding::Split( const idPlane& plane, const float epsilon, idWinding** front, idWinding** back ) const
{
float* dists;
byte* sides;
int counts[3];
float dot;
int i, j;
const idVec5* p1, *p2;
idVec5 mid;
idWinding* f, *b;
int maxpts;
assert( this );
dists = ( float* ) _alloca( ( numPoints + 4 ) * sizeof( float ) );
sides = ( byte* ) _alloca( ( numPoints + 4 ) * sizeof( byte ) );
counts[0] = counts[1] = counts[2] = 0;
// determine sides for each point
for( i = 0; i < numPoints; i++ )
{
dists[i] = dot = plane.Distance( p[i].ToVec3() );
if( dot > epsilon )
{
sides[i] = SIDE_FRONT;
}
else if( dot < -epsilon )
{
sides[i] = SIDE_BACK;
}
else
{
sides[i] = SIDE_ON;
}
counts[sides[i]]++;
}
sides[i] = sides[0];
dists[i] = dists[0];
*front = *back = NULL;
// if coplanar, put on the front side if the normals match
if( !counts[SIDE_FRONT] && !counts[SIDE_BACK] )
{
idPlane windingPlane;
GetPlane( windingPlane );
if( windingPlane.Normal() * plane.Normal() > 0.0f )
{
*front = Copy();
return SIDE_FRONT;
}
else
{
*back = Copy();
return SIDE_BACK;
}
}
// if nothing at the front of the clipping plane
if( !counts[SIDE_FRONT] )
{
*back = Copy();
return SIDE_BACK;
}
// if nothing at the back of the clipping plane
if( !counts[SIDE_BACK] )
{
*front = Copy();
return SIDE_FRONT;
}
maxpts = numPoints + 4; // cant use counts[0]+2 because of fp grouping errors
*front = f = new( TAG_IDLIB_WINDING ) idWinding( maxpts );
*back = b = new( TAG_IDLIB_WINDING ) idWinding( maxpts );
for( i = 0; i < numPoints; i++ )
{
p1 = &p[i];
if( sides[i] == SIDE_ON )
{
f->p[f->numPoints] = *p1;
f->numPoints++;
b->p[b->numPoints] = *p1;
b->numPoints++;
continue;
}
if( sides[i] == SIDE_FRONT )
{
f->p[f->numPoints] = *p1;
f->numPoints++;
}
if( sides[i] == SIDE_BACK )
{
b->p[b->numPoints] = *p1;
b->numPoints++;
}
if( sides[i + 1] == SIDE_ON || sides[i + 1] == sides[i] )
{
continue;
}
// generate a split point
p2 = &p[( i + 1 ) % numPoints];
// always calculate the split going from the same side
// or minor epsilon issues can happen
if( sides[i] == SIDE_FRONT )
{
dot = dists[i] / ( dists[i] - dists[i + 1] );
for( j = 0; j < 3; j++ )
{
// avoid round off error when possible
if( plane.Normal()[j] == 1.0f )
{
mid[j] = plane.Dist();
}
else if( plane.Normal()[j] == -1.0f )
{
mid[j] = -plane.Dist();
}
else
{
mid[j] = ( *p1 )[j] + dot * ( ( *p2 )[j] - ( *p1 )[j] );
}
}
mid.s = p1->s + dot * ( p2->s - p1->s );
mid.t = p1->t + dot * ( p2->t - p1->t );
}
else
{
dot = dists[i + 1] / ( dists[i + 1] - dists[i] );
for( j = 0; j < 3; j++ )
{
// avoid round off error when possible
if( plane.Normal()[j] == 1.0f )
{
mid[j] = plane.Dist();
}
else if( plane.Normal()[j] == -1.0f )
{
mid[j] = -plane.Dist();
}
else
{
mid[j] = ( *p2 )[j] + dot * ( ( *p1 )[j] - ( *p2 )[j] );
}
}
mid.s = p2->s + dot * ( p1->s - p2->s );
mid.t = p2->t + dot * ( p1->t - p2->t );
}
f->p[f->numPoints] = mid;
f->numPoints++;
b->p[b->numPoints] = mid;
b->numPoints++;
}
if( f->numPoints > maxpts || b->numPoints > maxpts )
{
idLib::common->FatalError( "idWinding::Split: points exceeded estimate." );
}
return SIDE_CROSS;
}
/*
=============
idWinding::Clip
=============
*/
idWinding* idWinding::Clip( const idPlane& plane, const float epsilon, const bool keepOn )
{
float* dists;
byte* sides;
idVec5* newPoints;
int newNumPoints;
int counts[3];
float dot;
int i, j;
idVec5* p1, *p2;
idVec5 mid;
int maxpts;
assert( this );
dists = ( float* ) _alloca( ( numPoints + 4 ) * sizeof( float ) );
sides = ( byte* ) _alloca( ( numPoints + 4 ) * sizeof( byte ) );
counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
// determine sides for each point
for( i = 0; i < numPoints; i++ )
{
dists[i] = dot = plane.Distance( p[i].ToVec3() );
if( dot > epsilon )
{
sides[i] = SIDE_FRONT;
}
else if( dot < -epsilon )
{
sides[i] = SIDE_BACK;
}
else
{
sides[i] = SIDE_ON;
}
counts[sides[i]]++;
}
sides[i] = sides[0];
dists[i] = dists[0];
// if the winding is on the plane and we should keep it
if( keepOn && !counts[SIDE_FRONT] && !counts[SIDE_BACK] )
{
return this;
}
// if nothing at the front of the clipping plane
if( !counts[SIDE_FRONT] )
{
delete this;
return NULL;
}
// if nothing at the back of the clipping plane
if( !counts[SIDE_BACK] )
{
return this;
}
maxpts = numPoints + 4; // cant use counts[0]+2 because of fp grouping errors
newPoints = ( idVec5* ) _alloca16( maxpts * sizeof( idVec5 ) );
newNumPoints = 0;
for( i = 0; i < numPoints; i++ )
{
p1 = &p[i];
if( newNumPoints + 1 > maxpts )
{
return this; // can't split -- fall back to original
}
if( sides[i] == SIDE_ON )
{
newPoints[newNumPoints] = *p1;
newNumPoints++;
continue;
}
if( sides[i] == SIDE_FRONT )
{
newPoints[newNumPoints] = *p1;
newNumPoints++;
}
if( sides[i + 1] == SIDE_ON || sides[i + 1] == sides[i] )
{
continue;
}
if( newNumPoints + 1 > maxpts )
{
return this; // can't split -- fall back to original
}
// generate a split point
p2 = &p[( i + 1 ) % numPoints];
dot = dists[i] / ( dists[i] - dists[i + 1] );
for( j = 0; j < 3; j++ )
{
// avoid round off error when possible
if( plane.Normal()[j] == 1.0f )
{
mid[j] = plane.Dist();
}
else if( plane.Normal()[j] == -1.0f )
{
mid[j] = -plane.Dist();
}
else
{
mid[j] = ( *p1 )[j] + dot * ( ( *p2 )[j] - ( *p1 )[j] );
}
}
mid.s = p1->s + dot * ( p2->s - p1->s );
mid.t = p1->t + dot * ( p2->t - p1->t );
newPoints[newNumPoints] = mid;
newNumPoints++;
}
if( !EnsureAlloced( newNumPoints, false ) )
{
return this;
}
numPoints = newNumPoints;
memcpy( p, newPoints, newNumPoints * sizeof( idVec5 ) );
return this;
}
/*
=============
idWinding::ClipInPlace
=============
*/
bool idWinding::ClipInPlace( const idPlane& plane, const float epsilon, const bool keepOn )
{
float* dists;
byte* sides;
idVec5* newPoints;
int newNumPoints;
int counts[3];
float dot;
int i, j;
idVec5* p1, *p2;
idVec5 mid;
int maxpts;
assert( this );
dists = ( float* ) _alloca( ( numPoints + 4 ) * sizeof( float ) );
sides = ( byte* ) _alloca( ( numPoints + 4 ) * sizeof( byte ) );
counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
// determine sides for each point
for( i = 0; i < numPoints; i++ )
{
dists[i] = dot = plane.Distance( p[i].ToVec3() );
if( dot > epsilon )
{
sides[i] = SIDE_FRONT;
}
else if( dot < -epsilon )
{
sides[i] = SIDE_BACK;
}
else
{
sides[i] = SIDE_ON;
}
counts[sides[i]]++;
}
sides[i] = sides[0];
dists[i] = dists[0];
// if the winding is on the plane and we should keep it
if( keepOn && !counts[SIDE_FRONT] && !counts[SIDE_BACK] )
{
return true;
}
// if nothing at the front of the clipping plane
if( !counts[SIDE_FRONT] )
{
numPoints = 0;
return false;
}
// if nothing at the back of the clipping plane
if( !counts[SIDE_BACK] )
{
return true;
}
maxpts = numPoints + 4; // cant use counts[0]+2 because of fp grouping errors
newPoints = ( idVec5* ) _alloca16( maxpts * sizeof( idVec5 ) );
newNumPoints = 0;
for( i = 0; i < numPoints; i++ )
{
p1 = &p[i];
if( newNumPoints + 1 > maxpts )
{
return true; // can't split -- fall back to original
}
if( sides[i] == SIDE_ON )
{
newPoints[newNumPoints] = *p1;
newNumPoints++;
continue;
}
if( sides[i] == SIDE_FRONT )
{
newPoints[newNumPoints] = *p1;
newNumPoints++;
}
if( sides[i + 1] == SIDE_ON || sides[i + 1] == sides[i] )
{
continue;
}
if( newNumPoints + 1 > maxpts )
{
return true; // can't split -- fall back to original
}
// generate a split point
p2 = &p[( i + 1 ) % numPoints];
dot = dists[i] / ( dists[i] - dists[i + 1] );
for( j = 0; j < 3; j++ )
{
// avoid round off error when possible
if( plane.Normal()[j] == 1.0f )
{
mid[j] = plane.Dist();
}
else if( plane.Normal()[j] == -1.0f )
{
mid[j] = -plane.Dist();
}
else
{
mid[j] = ( *p1 )[j] + dot * ( ( *p2 )[j] - ( *p1 )[j] );
}
}
mid.s = p1->s + dot * ( p2->s - p1->s );
mid.t = p1->t + dot * ( p2->t - p1->t );
newPoints[newNumPoints] = mid;
newNumPoints++;
}
if( !EnsureAlloced( newNumPoints, false ) )
{
return true;
}
numPoints = newNumPoints;
memcpy( p, newPoints, newNumPoints * sizeof( idVec5 ) );
return true;
}
/*
=============
idWinding::Copy
=============
*/
idWinding* idWinding::Copy() const
{
idWinding* w;
w = new( TAG_IDLIB_WINDING ) idWinding( numPoints );
w->numPoints = numPoints;
memcpy( w->p, p, numPoints * sizeof( p[0] ) );
return w;
}
/*
=============
idWinding::Reverse
=============
*/
idWinding* idWinding::Reverse() const
{
idWinding* w;
int i;
w = new( TAG_IDLIB_WINDING ) idWinding( numPoints );
w->numPoints = numPoints;
for( i = 0; i < numPoints; i++ )
{
w->p[ numPoints - i - 1 ] = p[i];
}
return w;
}
/*
=============
idWinding::ReverseSelf
=============
*/
void idWinding::ReverseSelf()
{
idVec5 v;
int i;
for( i = 0; i < ( numPoints >> 1 ); i++ )
{
v = p[i];
p[i] = p[numPoints - i - 1];
p[numPoints - i - 1] = v;
}
}
/*
=============
idWinding::Check
=============
*/
bool idWinding::Check( bool print ) const
{
int i, j;
float d, edgedist;
idVec3 dir, edgenormal;
float area;
idPlane plane;
if( numPoints < 3 )
{
if( print )
{
idLib::common->Printf( "idWinding::Check: only %i points.", numPoints );
}
return false;
}
area = GetArea();
if( area < 1.0f )
{
if( print )
{
idLib::common->Printf( "idWinding::Check: tiny area: %f", area );
}
return false;
}
GetPlane( plane );
for( i = 0; i < numPoints; i++ )
{
const idVec3& p1 = p[i].ToVec3();
// check if the winding is huge
for( j = 0; j < 3; j++ )
{
if( p1[j] >= MAX_WORLD_COORD || p1[j] <= MIN_WORLD_COORD )
{
if( print )
{
idLib::common->Printf( "idWinding::Check: point %d outside world %c-axis: %f", i, 'X' + j, p1[j] );
}
return false;
}
}
j = i + 1 == numPoints ? 0 : i + 1;
// check if the point is on the face plane
d = p1 * plane.Normal() + plane[3];
if( d < -ON_EPSILON || d > ON_EPSILON )
{
if( print )
{
idLib::common->Printf( "idWinding::Check: point %d off plane.", i );
}
return false;
}
// check if the edge isn't degenerate
const idVec3& p2 = p[j].ToVec3();
dir = p2 - p1;
if( dir.Length() < ON_EPSILON )
{
if( print )
{
idLib::common->Printf( "idWinding::Check: edge %d is degenerate.", i );
}
return false;
}
// check if the winding is convex
edgenormal = plane.Normal().Cross( dir );
edgenormal.Normalize();
edgedist = p1 * edgenormal;
edgedist += ON_EPSILON;
// all other points must be on front side
for( j = 0; j < numPoints; j++ )
{
if( j == i )
{
continue;
}
d = p[j].ToVec3() * edgenormal;
if( d > edgedist )
{
if( print )
{
idLib::common->Printf( "idWinding::Check: non-convex." );
}
return false;
}
}
}
return true;
}
/*
=============
idWinding::GetArea
=============
*/
float idWinding::GetArea() const
{
int i;
idVec3 d1, d2, cross;
float total;
total = 0.0f;
for( i = 2; i < numPoints; i++ )
{
d1 = p[i - 1].ToVec3() - p[0].ToVec3();
d2 = p[i].ToVec3() - p[0].ToVec3();
cross = d1.Cross( d2 );
total += cross.Length();
}
return total * 0.5f;
}
/*
=============
idWinding::GetRadius
=============
*/
float idWinding::GetRadius( const idVec3& center ) const
{
int i;
float radius, r;
idVec3 dir;
radius = 0.0f;
for( i = 0; i < numPoints; i++ )
{
dir = p[i].ToVec3() - center;
r = dir * dir;
if( r > radius )
{
radius = r;
}
}
return idMath::Sqrt( radius );
}
/*
=============
idWinding::GetCenter
=============
*/
idVec3 idWinding::GetCenter() const
{
int i;
idVec3 center;
center.Zero();
for( i = 0; i < numPoints; i++ )
{
center += p[i].ToVec3();
}
center *= ( 1.0f / numPoints );
return center;
}
/*
=============
idWinding::GetPlane
=============
*/
void idWinding::GetPlane( idVec3& normal, float& dist ) const
{
idVec3 v1, v2, center;
if( numPoints < 3 )
{
normal.Zero();
dist = 0.0f;
return;
}
center = GetCenter();
v1 = p[0].ToVec3() - center;
v2 = p[1].ToVec3() - center;
normal = v2.Cross( v1 );
normal.Normalize();
dist = p[0].ToVec3() * normal;
}
/*
=============
idWinding::GetPlane
=============
*/
void idWinding::GetPlane( idPlane& plane ) const
{
idVec3 v1, v2;
idVec3 center;
if( numPoints < 3 )
{
plane.Zero();
return;
}
center = GetCenter();
v1 = p[0].ToVec3() - center;
v2 = p[1].ToVec3() - center;
plane.SetNormal( v2.Cross( v1 ) );
plane.Normalize();
plane.FitThroughPoint( p[0].ToVec3() );
}
/*
=============
idWinding::GetBounds
=============
*/
void idWinding::GetBounds( idBounds& bounds ) const
{
int i;
if( !numPoints )
{
bounds.Clear();
return;
}
bounds[0] = bounds[1] = p[0].ToVec3();
for( i = 1; i < numPoints; i++ )
{
if( p[i].x < bounds[0].x )
{
bounds[0].x = p[i].x;
}
else if( p[i].x > bounds[1].x )
{
bounds[1].x = p[i].x;
}
if( p[i].y < bounds[0].y )
{
bounds[0].y = p[i].y;
}
else if( p[i].y > bounds[1].y )
{
bounds[1].y = p[i].y;
}
if( p[i].z < bounds[0].z )
{
bounds[0].z = p[i].z;
}
else if( p[i].z > bounds[1].z )
{
bounds[1].z = p[i].z;
}
}
}
/*
=============
idWinding::RemoveEqualPoints
=============
*/
void idWinding::RemoveEqualPoints( const float epsilon )
{
int i, j;
for( i = 0; i < numPoints; i++ )
{
if( ( p[i].ToVec3() - p[( i + numPoints - 1 ) % numPoints].ToVec3() ).LengthSqr() >= Square( epsilon ) )
{
continue;
}
numPoints--;
for( j = i; j < numPoints; j++ )
{
p[j] = p[j + 1];
}
i--;
}
}
/*
=============
idWinding::RemoveColinearPoints
=============
*/
void idWinding::RemoveColinearPoints( const idVec3& normal, const float epsilon )
{
int i, j;
idVec3 edgeNormal;
float dist;
if( numPoints <= 3 )
{
return;
}
for( i = 0; i < numPoints; i++ )
{
// create plane through edge orthogonal to winding plane
edgeNormal = ( p[i].ToVec3() - p[( i + numPoints - 1 ) % numPoints].ToVec3() ).Cross( normal );
edgeNormal.Normalize();
dist = edgeNormal * p[i].ToVec3();
if( idMath::Fabs( edgeNormal * p[( i + 1 ) % numPoints].ToVec3() - dist ) > epsilon )
{
continue;
}
numPoints--;
for( j = i; j < numPoints; j++ )
{
p[j] = p[j + 1];
}
i--;
}
}
/*
=============
idWinding::AddToConvexHull
Adds the given winding to the convex hull.
Assumes the current winding already is a convex hull with three or more points.
=============
*/
void idWinding::AddToConvexHull( const idWinding* winding, const idVec3& normal, const float epsilon )
{
int i, j, k;
idVec3 dir;
float d;
int maxPts;
idVec3* hullDirs;
bool* hullSide;
bool outside;
int numNewHullPoints;
idVec5* newHullPoints;
if( !winding )
{
return;
}
maxPts = this->numPoints + winding->numPoints;
if( !this->EnsureAlloced( maxPts, true ) )
{
return;
}
newHullPoints = ( idVec5* ) _alloca( maxPts * sizeof( idVec5 ) );
hullDirs = ( idVec3* ) _alloca( maxPts * sizeof( idVec3 ) );
hullSide = ( bool* ) _alloca( maxPts * sizeof( bool ) );
for( i = 0; i < winding->numPoints; i++ )
{
const idVec5& p1 = winding->p[i];
// calculate hull edge vectors
for( j = 0; j < this->numPoints; j++ )
{
dir = this->p[( j + 1 ) % this->numPoints ].ToVec3() - this->p[ j ].ToVec3();
dir.Normalize();
hullDirs[j] = normal.Cross( dir );
}
// calculate side for each hull edge
outside = false;
for( j = 0; j < this->numPoints; j++ )
{
dir = p1.ToVec3() - this->p[j].ToVec3();
d = dir * hullDirs[j];
if( d >= epsilon )
{
outside = true;
}
if( d >= -epsilon )
{
hullSide[j] = true;
}
else
{
hullSide[j] = false;
}
}
// if the point is effectively inside, do nothing
if( !outside )
{
continue;
}
// find the back side to front side transition
for( j = 0; j < this->numPoints; j++ )
{
if( !hullSide[ j ] && hullSide[( j + 1 ) % this->numPoints ] )
{
break;
}
}
if( j >= this->numPoints )
{
continue;
}
// insert the point here
newHullPoints[0] = p1;
numNewHullPoints = 1;
// copy over all points that aren't double fronts
j = ( j + 1 ) % this->numPoints;
for( k = 0; k < this->numPoints; k++ )
{
if( hullSide[( j + k ) % this->numPoints ] && hullSide[( j + k + 1 ) % this->numPoints ] )
{
continue;
}
newHullPoints[numNewHullPoints] = this->p[( j + k + 1 ) % this->numPoints ];
numNewHullPoints++;
}
this->numPoints = numNewHullPoints;
memcpy( this->p, newHullPoints, numNewHullPoints * sizeof( idVec5 ) );
}
}
/*
=============
idWinding::AddToConvexHull
Add a point to the convex hull.
The current winding must be convex but may be degenerate and can have less than three points.
=============
*/
void idWinding::AddToConvexHull( const idVec3& point, const idVec3& normal, const float epsilon )
{
int j, k, numHullPoints;
idVec3 dir;
float d;
idVec3* hullDirs;
bool* hullSide;
idVec5* hullPoints;
bool outside;
switch( numPoints )
{
case 0:
{
p[0] = point;
numPoints++;
return;
}
case 1:
{
// don't add the same point second
if( p[0].ToVec3().Compare( point, epsilon ) )
{
return;
}
p[1].ToVec3() = point;
numPoints++;
return;
}
case 2:
{
// don't add a point if it already exists
if( p[0].ToVec3().Compare( point, epsilon ) || p[1].ToVec3().Compare( point, epsilon ) )
{
return;
}
// if only two points make sure we have the right ordering according to the normal
dir = point - p[0].ToVec3();
dir = dir.Cross( p[1].ToVec3() - p[0].ToVec3() );
if( dir[0] == 0.0f && dir[1] == 0.0f && dir[2] == 0.0f )
{
// points don't make a plane
return;
}
if( dir * normal > 0.0f )
{
p[2].ToVec3() = point;
}
else
{
p[2] = p[1];
p[1].ToVec3() = point;
}
numPoints++;
return;
}
}
hullDirs = ( idVec3* ) _alloca( numPoints * sizeof( idVec3 ) );
hullSide = ( bool* ) _alloca( numPoints * sizeof( bool ) );
// calculate hull edge vectors
for( j = 0; j < numPoints; j++ )
{
dir = p[( j + 1 ) % numPoints].ToVec3() - p[j].ToVec3();
hullDirs[j] = normal.Cross( dir );
}
// calculate side for each hull edge
outside = false;
for( j = 0; j < numPoints; j++ )
{
dir = point - p[j].ToVec3();
d = dir * hullDirs[j];
if( d >= epsilon )
{
outside = true;
}
if( d >= -epsilon )
{
hullSide[j] = true;
}
else
{
hullSide[j] = false;
}
}
// if the point is effectively inside, do nothing
if( !outside )
{
return;
}
// find the back side to front side transition
for( j = 0; j < numPoints; j++ )
{
if( !hullSide[ j ] && hullSide[( j + 1 ) % numPoints ] )
{
break;
}
}
if( j >= numPoints )
{
return;
}
hullPoints = ( idVec5* ) _alloca( ( numPoints + 1 ) * sizeof( idVec5 ) );
// insert the point here
hullPoints[0] = point;
numHullPoints = 1;
// copy over all points that aren't double fronts
j = ( j + 1 ) % numPoints;
for( k = 0; k < numPoints; k++ )
{
if( hullSide[( j + k ) % numPoints ] && hullSide[( j + k + 1 ) % numPoints ] )
{
continue;
}
hullPoints[numHullPoints] = p[( j + k + 1 ) % numPoints ];
numHullPoints++;
}
if( !EnsureAlloced( numHullPoints, false ) )
{
return;
}
numPoints = numHullPoints;
memcpy( p, hullPoints, numHullPoints * sizeof( idVec5 ) );
}
/*
=============
idWinding::TryMerge
=============
*/
#define CONTINUOUS_EPSILON 0.005f
idWinding* idWinding::TryMerge( const idWinding& w, const idVec3& planenormal, int keep ) const
{
idVec3* p1, *p2, *p3, *p4, *back;
idWinding* newf;
const idWinding* f1, *f2;
int i, j, k, l;
idVec3 normal, delta;
float dot;
bool keep1, keep2;
f1 = this;
f2 = &w;
//
// find a idLib::common edge
//
p1 = p2 = NULL; // stop compiler warning
j = 0;
for( i = 0; i < f1->numPoints; i++ )
{
p1 = &f1->p[i].ToVec3();
p2 = &f1->p[( i + 1 ) % f1->numPoints].ToVec3();
for( j = 0; j < f2->numPoints; j++ )
{
p3 = &f2->p[j].ToVec3();
p4 = &f2->p[( j + 1 ) % f2->numPoints].ToVec3();
for( k = 0; k < 3; k++ )
{
if( idMath::Fabs( ( *p1 )[k] - ( *p4 )[k] ) > 0.1f )
{
break;
}
if( idMath::Fabs( ( *p2 )[k] - ( *p3 )[k] ) > 0.1f )
{
break;
}
}
if( k == 3 )
{
break;
}
}
if( j < f2->numPoints )
{
break;
}
}
if( i == f1->numPoints )
{
return NULL; // no matching edges
}
//
// check slope of connected lines
// if the slopes are colinear, the point can be removed
//
back = &f1->p[( i + f1->numPoints - 1 ) % f1->numPoints].ToVec3();
delta = ( *p1 ) - ( *back );
normal = planenormal.Cross( delta );
normal.Normalize();
back = &f2->p[( j + 2 ) % f2->numPoints].ToVec3();
delta = ( *back ) - ( *p1 );
dot = delta * normal;
if( dot > CONTINUOUS_EPSILON )
{
return NULL; // not a convex polygon
}
keep1 = ( bool )( dot < -CONTINUOUS_EPSILON );
back = &f1->p[( i + 2 ) % f1->numPoints].ToVec3();
delta = ( *back ) - ( *p2 );
normal = planenormal.Cross( delta );
normal.Normalize();
back = &f2->p[( j + f2->numPoints - 1 ) % f2->numPoints].ToVec3();
delta = ( *back ) - ( *p2 );
dot = delta * normal;
if( dot > CONTINUOUS_EPSILON )
{
return NULL; // not a convex polygon
}
keep2 = ( bool )( dot < -CONTINUOUS_EPSILON );
//
// build the new polygon
//
newf = new( TAG_IDLIB_WINDING ) idWinding( f1->numPoints + f2->numPoints );
// copy first polygon
for( k = ( i + 1 ) % f1->numPoints; k != i; k = ( k + 1 ) % f1->numPoints )
{
if( !keep && k == ( i + 1 ) % f1->numPoints && !keep2 )
{
continue;
}
newf->p[newf->numPoints] = f1->p[k];
newf->numPoints++;
}
// copy second polygon
for( l = ( j + 1 ) % f2->numPoints; l != j; l = ( l + 1 ) % f2->numPoints )
{
if( !keep && l == ( j + 1 ) % f2->numPoints && !keep1 )
{
continue;
}
newf->p[newf->numPoints] = f2->p[l];
newf->numPoints++;
}
return newf;
}
/*
=============
idWinding::RemovePoint
=============
*/
void idWinding::RemovePoint( int point )
{
if( point < 0 || point >= numPoints )
{
idLib::common->FatalError( "idWinding::removePoint: point out of range" );
}
if( point < numPoints - 1 )
{
memmove( &p[point], &p[point + 1], ( numPoints - point - 1 ) * sizeof( p[0] ) );
}
numPoints--;
}
/*
=============
idWinding::InsertPoint
=============
*/
void idWinding::InsertPoint( const idVec5& point, int spot )
{
int i;
if( spot > numPoints )
{
idLib::common->FatalError( "idWinding::insertPoint: spot > numPoints" );
}
if( spot < 0 )
{
idLib::common->FatalError( "idWinding::insertPoint: spot < 0" );
}
EnsureAlloced( numPoints + 1, true );
for( i = numPoints; i > spot; i-- )
{
p[i] = p[i - 1];
}
p[spot] = point;
numPoints++;
}
/*
=============
idWinding::InsertPointIfOnEdge
=============
*/
bool idWinding::InsertPointIfOnEdge( const idVec5& point, const idPlane& plane, const float epsilon )
{
int i;
float dist, dot;
idVec3 normal;
// point may not be too far from the winding plane
if( idMath::Fabs( plane.Distance( point.ToVec3() ) ) > epsilon )
{
return false;
}
for( i = 0; i < numPoints; i++ )
{
// create plane through edge orthogonal to winding plane
normal = ( p[( i + 1 ) % numPoints].ToVec3() - p[i].ToVec3() ).Cross( plane.Normal() );
normal.Normalize();
dist = normal * p[i].ToVec3();
if( idMath::Fabs( normal * point.ToVec3() - dist ) > epsilon )
{
continue;
}
normal = plane.Normal().Cross( normal );
dot = normal * point.ToVec3();
dist = dot - normal * p[i].ToVec3();
if( dist < epsilon )
{
// if the winding already has the point
if( dist > -epsilon )
{
return false;
}
continue;
}
dist = dot - normal * p[( i + 1 ) % numPoints].ToVec3();
if( dist > -epsilon )
{
// if the winding already has the point
if( dist < epsilon )
{
return false;
}
continue;
}
InsertPoint( point, i + 1 );
return true;
}
return false;
}
/*
=============
idWinding::IsTiny
=============
*/
#define EDGE_LENGTH 0.2f
bool idWinding::IsTiny() const
{
int i;
float len;
idVec3 delta;
int edges;
edges = 0;
for( i = 0; i < numPoints; i++ )
{
delta = p[( i + 1 ) % numPoints].ToVec3() - p[i].ToVec3();
len = delta.Length();
if( len > EDGE_LENGTH )
{
if( ++edges == 3 )
{
return false;
}
}
}
return true;
}
/*
=============
idWinding::IsHuge
=============
*/
bool idWinding::IsHuge() const
{
int i, j;
for( i = 0; i < numPoints; i++ )
{
for( j = 0; j < 3; j++ )
{
if( p[i][j] <= MIN_WORLD_COORD || p[i][j] >= MAX_WORLD_COORD )
{
return true;
}
}
}
return false;
}
/*
=============
idWinding::Print
=============
*/
void idWinding::Print() const
{
int i;
for( i = 0; i < numPoints; i++ )
{
idLib::common->Printf( "(%5.1f, %5.1f, %5.1f)\n", p[i][0], p[i][1], p[i][2] );
}
}
/*
=============
idWinding::PlaneDistance
=============
*/
float idWinding::PlaneDistance( const idPlane& plane ) const
{
int i;
float d, min, max;
min = idMath::INFINITY;
max = -min;
for( i = 0; i < numPoints; i++ )
{
d = plane.Distance( p[i].ToVec3() );
if( d < min )
{
min = d;
if( IEEE_FLT_SIGNBITSET( min ) & IEEE_FLT_SIGNBITNOTSET( max ) )
{
return 0.0f;
}
}
if( d > max )
{
max = d;
if( IEEE_FLT_SIGNBITSET( min ) & IEEE_FLT_SIGNBITNOTSET( max ) )
{
return 0.0f;
}
}
}
if( IEEE_FLT_SIGNBITNOTSET( min ) )
{
return min;
}
if( IEEE_FLT_SIGNBITSET( max ) )
{
return max;
}
return 0.0f;
}
/*
=============
idWinding::PlaneSide
=============
*/
int idWinding::PlaneSide( const idPlane& plane, const float epsilon ) const
{
bool front, back;
int i;
float d;
front = false;
back = false;
for( i = 0; i < numPoints; i++ )
{
d = plane.Distance( p[i].ToVec3() );
if( d < -epsilon )
{
if( front )
{
return SIDE_CROSS;
}
back = true;
continue;
}
else if( d > epsilon )
{
if( back )
{
return SIDE_CROSS;
}
front = true;
continue;
}
}
if( back )
{
return SIDE_BACK;
}
if( front )
{
return SIDE_FRONT;
}
return SIDE_ON;
}
/*
=============
idWinding::PlanesConcave
=============
*/
#define WCONVEX_EPSILON 0.2f
bool idWinding::PlanesConcave( const idWinding& w2, const idVec3& normal1, const idVec3& normal2, float dist1, float dist2 ) const
{
int i;
// check if one of the points of winding 1 is at the back of the plane of winding 2
for( i = 0; i < numPoints; i++ )
{
if( normal2 * p[i].ToVec3() - dist2 > WCONVEX_EPSILON )
{
return true;
}
}
// check if one of the points of winding 2 is at the back of the plane of winding 1
for( i = 0; i < w2.numPoints; i++ )
{
if( normal1 * w2.p[i].ToVec3() - dist1 > WCONVEX_EPSILON )
{
return true;
}
}
return false;
}
/*
=============
idWinding::PointInside
=============
*/
bool idWinding::PointInside( const idVec3& normal, const idVec3& point, const float epsilon ) const
{
int i;
idVec3 dir, n, pointvec;
for( i = 0; i < numPoints; i++ )
{
dir = p[( i + 1 ) % numPoints].ToVec3() - p[i].ToVec3();
pointvec = point - p[i].ToVec3();
n = dir.Cross( normal );
if( pointvec * n < -epsilon )
{
return false;
}
}
return true;
}
/*
=============
idWinding::LineIntersection
=============
*/
bool idWinding::LineIntersection( const idPlane& windingPlane, const idVec3& start, const idVec3& end, bool backFaceCull ) const
{
float front, back, frac;
idVec3 mid;
front = windingPlane.Distance( start );
back = windingPlane.Distance( end );
// if both points at the same side of the plane
if( front < 0.0f && back < 0.0f )
{
return false;
}
if( front > 0.0f && back > 0.0f )
{
return false;
}
// if back face culled
if( backFaceCull && front < 0.0f )
{
return false;
}
// get point of intersection with winding plane
if( idMath::Fabs( front - back ) < 0.0001f )
{
mid = end;
}
else
{
frac = front / ( front - back );
mid[0] = start[0] + ( end[0] - start[0] ) * frac;
mid[1] = start[1] + ( end[1] - start[1] ) * frac;
mid[2] = start[2] + ( end[2] - start[2] ) * frac;
}
return PointInside( windingPlane.Normal(), mid, 0.0f );
}
/*
=============
idWinding::RayIntersection
=============
*/
bool idWinding::RayIntersection( const idPlane& windingPlane, const idVec3& start, const idVec3& dir, float& scale, bool backFaceCull ) const
{
int i;
bool side, lastside = false;
idPluecker pl1, pl2;
scale = 0.0f;
pl1.FromRay( start, dir );
for( i = 0; i < numPoints; i++ )
{
pl2.FromLine( p[i].ToVec3(), p[( i + 1 ) % numPoints].ToVec3() );
side = pl1.PermutedInnerProduct( pl2 ) > 0.0f;
if( i && side != lastside )
{
return false;
}
lastside = side;
}
if( !backFaceCull || lastside )
{
windingPlane.RayIntersection( start, dir, scale );
return true;
}
return false;
}
/*
=================
idWinding::TriangleArea
=================
*/
float idWinding::TriangleArea( const idVec3& a, const idVec3& b, const idVec3& c )
{
idVec3 v1, v2;
idVec3 cross;
v1 = b - a;
v2 = c - a;
cross = v1.Cross( v2 );
return 0.5f * cross.Length();
}
//===============================================================
//
// idFixedWinding
//
//===============================================================
/*
=============
idFixedWinding::ReAllocate
=============
*/
bool idFixedWinding::ReAllocate( int n, bool keep )
{
assert( n <= MAX_POINTS_ON_WINDING );
if( n > MAX_POINTS_ON_WINDING )
{
idLib::common->Printf( "WARNING: idFixedWinding -> MAX_POINTS_ON_WINDING overflowed\n" );
return false;
}
return true;
}
/*
=============
idFixedWinding::Split
=============
*/
int idFixedWinding::Split( idFixedWinding* back, const idPlane& plane, const float epsilon )
{
int counts[3];
float dists[MAX_POINTS_ON_WINDING + 4];
byte sides[MAX_POINTS_ON_WINDING + 4];
float dot;
int i, j;
idVec5* p1, *p2;
idVec5 mid;
idFixedWinding out;
counts[SIDE_FRONT] = counts[SIDE_BACK] = counts[SIDE_ON] = 0;
// determine sides for each point
for( i = 0; i < numPoints; i++ )
{
dists[i] = dot = plane.Distance( p[i].ToVec3() );
if( dot > epsilon )
{
sides[i] = SIDE_FRONT;
}
else if( dot < -epsilon )
{
sides[i] = SIDE_BACK;
}
else
{
sides[i] = SIDE_ON;
}
counts[sides[i]]++;
}
if( !counts[SIDE_BACK] )
{
if( !counts[SIDE_FRONT] )
{
return SIDE_ON;
}
else
{
return SIDE_FRONT;
}
}
if( !counts[SIDE_FRONT] )
{
return SIDE_BACK;
}
sides[i] = sides[0];
dists[i] = dists[0];
out.numPoints = 0;
back->numPoints = 0;
for( i = 0; i < numPoints; i++ )
{
p1 = &p[i];
if( !out.EnsureAlloced( out.numPoints + 1, true ) )
{
return SIDE_FRONT; // can't split -- fall back to original
}
if( !back->EnsureAlloced( back->numPoints + 1, true ) )
{
return SIDE_FRONT; // can't split -- fall back to original
}
if( sides[i] == SIDE_ON )
{
out.p[out.numPoints] = *p1;
out.numPoints++;
back->p[back->numPoints] = *p1;
back->numPoints++;
continue;
}
if( sides[i] == SIDE_FRONT )
{
out.p[out.numPoints] = *p1;
out.numPoints++;
}
if( sides[i] == SIDE_BACK )
{
back->p[back->numPoints] = *p1;
back->numPoints++;
}
if( sides[i + 1] == SIDE_ON || sides[i + 1] == sides[i] )
{
continue;
}
if( !out.EnsureAlloced( out.numPoints + 1, true ) )
{
return SIDE_FRONT; // can't split -- fall back to original
}
if( !back->EnsureAlloced( back->numPoints + 1, true ) )
{
return SIDE_FRONT; // can't split -- fall back to original
}
// generate a split point
j = i + 1;
if( j >= numPoints )
{
p2 = &p[0];
}
else
{
p2 = &p[j];
}
dot = dists[i] / ( dists[i] - dists[i + 1] );
for( j = 0; j < 3; j++ )
{
// avoid round off error when possible
if( plane.Normal()[j] == 1.0f )
{
mid[j] = plane.Dist();
}
else if( plane.Normal()[j] == -1.0f )
{
mid[j] = -plane.Dist();
}
else
{
mid[j] = ( *p1 )[j] + dot * ( ( *p2 )[j] - ( *p1 )[j] );
}
}
mid.s = p1->s + dot * ( p2->s - p1->s );
mid.t = p1->t + dot * ( p2->t - p1->t );
out.p[out.numPoints] = mid;
out.numPoints++;
back->p[back->numPoints] = mid;
back->numPoints++;
}
for( i = 0; i < out.numPoints; i++ )
{
p[i] = out.p[i];
}
numPoints = out.numPoints;
return SIDE_CROSS;
}