vmap/src/winding.cpp

329 lines
11 KiB
C++

/*
Copyright (C) 1999-2006 Id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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 2 of the License, or
(at your option) any later version.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "winding.h"
#include <algorithm>
#include "math/line.h"
inline double plane3_distance_to_point(const Plane3 &plane, const DoubleVector3 &point)
{
return vector3_dot(point, plane.normal()) - plane.dist();
}
inline double plane3_distance_to_point(const Plane3 &plane, const Vector3 &point)
{
return vector3_dot(point, plane.normal()) - plane.dist();
}
/// \brief Returns the point at which \p line intersects \p plane, or an undefined value if there is no intersection.
inline DoubleVector3 line_intersect_plane(const DoubleLine &line, const Plane3 &plane)
{
return line.origin + vector3_scaled(
line.direction,
-plane3_distance_to_point(plane, line.origin)
/ vector3_dot(line.direction, plane.normal())
);
}
inline bool float_is_largest_absolute(double axis, double other)
{
return fabs(axis) > fabs(other);
}
/// \brief Returns the index of the component of \p v that has the largest absolute value.
inline int vector3_largest_absolute_component_index(const DoubleVector3 &v)
{
return (float_is_largest_absolute(v[1], v[0]))
? (float_is_largest_absolute(v[1], v[2]))
? 1
: 2
: (float_is_largest_absolute(v[0], v[2]))
? 0
: 2;
}
/// \brief Returns the infinite line that is the intersection of \p plane and \p other.
inline DoubleLine plane3_intersect_plane3(const Plane3 &plane, const Plane3 &other)
{
DoubleLine line;
line.direction = vector3_cross(plane.normal(), other.normal());
switch (vector3_largest_absolute_component_index(line.direction)) {
case 0:
line.origin.x() = 0;
line.origin.y() =
(-other.dist() * plane.normal().z() - -plane.dist() * other.normal().z()) / line.direction.x();
line.origin.z() =
(-plane.dist() * other.normal().y() - -other.dist() * plane.normal().y()) / line.direction.x();
break;
case 1:
line.origin.x() =
(-plane.dist() * other.normal().z() - -other.dist() * plane.normal().z()) / line.direction.y();
line.origin.y() = 0;
line.origin.z() =
(-other.dist() * plane.normal().x() - -plane.dist() * other.normal().x()) / line.direction.y();
break;
case 2:
line.origin.x() =
(-other.dist() * plane.normal().y() - -plane.dist() * other.normal().y()) / line.direction.z();
line.origin.y() =
(-plane.dist() * other.normal().x() - -other.dist() * plane.normal().x()) / line.direction.z();
line.origin.z() = 0;
break;
default:
break;
}
return line;
}
/// \brief Keep the value of \p infinity as small as possible to improve precision in Winding_Clip.
void Winding_createInfinite(FixedWinding &winding, const Plane3 &plane, double infinity)
{
double max = -infinity;
int x = -1;
for (int i = 0; i < 3; i++) {
double d = fabs(plane.normal()[i]);
if (d > max) {
x = i;
max = d;
}
}
if (x == -1) {
globalErrorStream() << "invalid plane\n";
return;
}
DoubleVector3 vup = g_vector3_identity;
switch (x) {
case 0:
case 1:
vup[2] = 1;
break;
case 2:
vup[0] = 1;
break;
}
vector3_add(vup, vector3_scaled(plane.normal(), -vector3_dot(vup, plane.normal())));
vector3_normalise(vup);
DoubleVector3 org = vector3_scaled(plane.normal(), plane.dist());
DoubleVector3 vright = vector3_cross(vup, plane.normal());
vector3_scale(vup, infinity);
vector3_scale(vright, infinity);
// project a really big axis aligned box onto the plane
DoubleLine r1, r2, r3, r4;
r1.origin = vector3_added(vector3_subtracted(org, vright), vup);
r1.direction = vector3_normalised(vright);
winding.push_back(FixedWindingVertex(r1.origin, r1, c_brush_maxFaces));
r2.origin = vector3_added(vector3_added(org, vright), vup);
r2.direction = vector3_normalised(vector3_negated(vup));
winding.push_back(FixedWindingVertex(r2.origin, r2, c_brush_maxFaces));
r3.origin = vector3_subtracted(vector3_added(org, vright), vup);
r3.direction = vector3_normalised(vector3_negated(vright));
winding.push_back(FixedWindingVertex(r3.origin, r3, c_brush_maxFaces));
r4.origin = vector3_subtracted(vector3_subtracted(org, vright), vup);
r4.direction = vector3_normalised(vup);
winding.push_back(FixedWindingVertex(r4.origin, r4, c_brush_maxFaces));
}
inline PlaneClassification Winding_ClassifyDistance(const double distance, const double epsilon)
{
if (distance > epsilon) {
return ePlaneFront;
}
if (distance < -epsilon) {
return ePlaneBack;
}
return ePlaneOn;
}
/// \brief Returns true if
/// !flipped && winding is completely BACK or ON
/// or flipped && winding is completely FRONT or ON
bool Winding_TestPlane(const Winding &winding, const Plane3 &plane, bool flipped)
{
const int test = (flipped) ? ePlaneBack : ePlaneFront;
for (Winding::const_iterator i = winding.begin(); i != winding.end(); ++i) {
if (test == Winding_ClassifyDistance(plane3_distance_to_point(plane, (*i).vertex), ON_EPSILON)) {
return false;
}
}
return true;
}
/// \brief Returns true if any point in \p w1 is in front of plane2, or any point in \p w2 is in front of plane1
bool Winding_PlanesConcave(const Winding &w1, const Winding &w2, const Plane3 &plane1, const Plane3 &plane2)
{
return !Winding_TestPlane(w1, plane2, false) || !Winding_TestPlane(w2, plane1, false);
}
brushsplit_t Winding_ClassifyPlane(const Winding &winding, const Plane3 &plane)
{
brushsplit_t split;
for (Winding::const_iterator i = winding.begin(); i != winding.end(); ++i) {
++split.counts[Winding_ClassifyDistance(plane3_distance_to_point(plane, (*i).vertex), ON_EPSILON)];
}
return split;
}
#define DEBUG_EPSILON ON_EPSILON
const double DEBUG_EPSILON_SQUARED = DEBUG_EPSILON * DEBUG_EPSILON;
#define WINDING_DEBUG 0
/// \brief Clip \p winding which lies on \p plane by \p clipPlane, resulting in \p clipped.
/// If \p winding is completely in front of the plane, \p clipped will be identical to \p winding.
/// If \p winding is completely in back of the plane, \p clipped will be empty.
/// If \p winding intersects the plane, the edge of \p clipped which lies on \p clipPlane will store the value of \p adjacent.
void Winding_Clip(const FixedWinding &winding, const Plane3 &plane, const Plane3 &clipPlane, std::size_t adjacent,
FixedWinding &clipped)
{
PlaneClassification classification = Winding_ClassifyDistance(
plane3_distance_to_point(clipPlane, winding.back().vertex), ON_EPSILON);
PlaneClassification nextClassification;
// for each edge
for (std::size_t next = 0, i = winding.size() - 1;
next != winding.size(); i = next, ++next, classification = nextClassification) {
nextClassification = Winding_ClassifyDistance(plane3_distance_to_point(clipPlane, winding[next].vertex),
ON_EPSILON);
const FixedWindingVertex &vertex = winding[i];
// if first vertex of edge is ON
if (classification == ePlaneOn) {
// append first vertex to output winding
if (nextClassification == ePlaneBack) {
// this edge lies on the clip plane
clipped.push_back(
FixedWindingVertex(vertex.vertex, plane3_intersect_plane3(plane, clipPlane), adjacent));
} else {
clipped.push_back(vertex);
}
continue;
}
// if first vertex of edge is FRONT
if (classification == ePlaneFront) {
// add first vertex to output winding
clipped.push_back(vertex);
}
// if second vertex of edge is ON
if (nextClassification == ePlaneOn) {
continue;
}
// else if second vertex of edge is same as first
else if (nextClassification == classification) {
continue;
}
// else if first vertex of edge is FRONT and there are only two edges
else if (classification == ePlaneFront && winding.size() == 2) {
continue;
}
// else first vertex is FRONT and second is BACK or vice versa
else {
// append intersection point of line and plane to output winding
DoubleVector3 mid(line_intersect_plane(vertex.edge, clipPlane));
if (classification == ePlaneFront) {
// this edge lies on the clip plane
clipped.push_back(FixedWindingVertex(mid, plane3_intersect_plane3(plane, clipPlane), adjacent));
} else {
clipped.push_back(FixedWindingVertex(mid, vertex.edge, vertex.adjacent));
}
}
}
}
std::size_t Winding_FindAdjacent(const Winding &winding, std::size_t face)
{
for (std::size_t i = 0; i < winding.numpoints; ++i) {
ASSERT_MESSAGE(winding[i].adjacent != c_brush_maxFaces, "edge connectivity data is invalid");
if (winding[i].adjacent == face) {
return i;
}
}
return c_brush_maxFaces;
}
std::size_t Winding_Opposite(const Winding &winding, const std::size_t index, const std::size_t other)
{
ASSERT_MESSAGE(index < winding.numpoints && other < winding.numpoints, "Winding_Opposite: index out of range");
double dist_best = 0;
std::size_t index_best = c_brush_maxFaces;
Ray edge(ray_for_points(winding[index].vertex, winding[other].vertex));
for (std::size_t i = 0; i < winding.numpoints; ++i) {
if (i == index || i == other) {
continue;
}
double dist_squared = ray_squared_distance_to_point(edge, winding[i].vertex);
if (dist_squared > dist_best) {
dist_best = dist_squared;
index_best = i;
}
}
return index_best;
}
std::size_t Winding_Opposite(const Winding &winding, const std::size_t index)
{
return Winding_Opposite(winding, index, Winding_next(winding, index));
}
/// \brief Calculate the \p centroid of the polygon defined by \p winding which lies on plane \p plane.
void Winding_Centroid(const Winding &winding, const Plane3 &plane, Vector3 &centroid)
{
double area2 = 0, x_sum = 0, y_sum = 0;
const ProjectionAxis axis = projectionaxis_for_normal(plane.normal());
const indexremap_t remap = indexremap_for_projectionaxis(axis);
for (std::size_t i = winding.numpoints - 1, j = 0; j < winding.numpoints; i = j, ++j) {
const double ai = winding[i].vertex[remap.x] * winding[j].vertex[remap.y] -
winding[j].vertex[remap.x] * winding[i].vertex[remap.y];
area2 += ai;
x_sum += (winding[j].vertex[remap.x] + winding[i].vertex[remap.x]) * ai;
y_sum += (winding[j].vertex[remap.y] + winding[i].vertex[remap.y]) * ai;
}
centroid[remap.x] = static_cast<float>( x_sum / (3 * area2));
centroid[remap.y] = static_cast<float>( y_sum / (3 * area2));
{
Ray ray(Vector3(0, 0, 0), Vector3(0, 0, 0));
ray.origin[remap.x] = centroid[remap.x];
ray.origin[remap.y] = centroid[remap.y];
ray.direction[remap.z] = 1;
centroid[remap.z] = static_cast<float>( ray_distance_to_plane(ray, plane));
}
}