123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261 |
- /*************************************************************************/
- /* face3.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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. */
- /*************************************************************************/
- #ifndef FACE3_H
- #define FACE3_H
- #include "aabb.h"
- #include "plane.h"
- #include "transform.h"
- #include "vector3.h"
- class Face3 {
- public:
- enum Side {
- SIDE_OVER,
- SIDE_UNDER,
- SIDE_SPANNING,
- SIDE_COPLANAR
- };
- Vector3 vertex[3];
- /**
- *
- * @param p_plane plane used to split the face
- * @param p_res array of at least 3 faces, amount used in functio return
- * @param p_is_point_over array of at least 3 booleans, determining which face is over the plane, amount used in functio return
- * @param _epsilon constant used for numerical error rounding, to add "thickness" to the plane (so coplanar points can happen)
- * @return amount of faces generated by the split, either 0 (means no split possible), 2 or 3
- */
- int split_by_plane(const Plane &p_plane, Face3 *p_res, bool *p_is_point_over) const;
- Plane get_plane(ClockDirection p_dir = CLOCKWISE) const;
- Vector3 get_random_point_inside() const;
- Side get_side_of(const Face3 &p_face, ClockDirection p_clock_dir = CLOCKWISE) const;
- bool is_degenerate() const;
- real_t get_area() const;
- Vector3 get_median_point() const;
- Vector3 get_closest_point_to(const Vector3 &p_point) const;
- bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection = 0) const;
- bool intersects_segment(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection = 0) const;
- ClockDirection get_clock_dir() const; ///< todo, test if this is returning the proper clockwisity
- void get_support(const Vector3 &p_normal, const Transform &p_transform, Vector3 *p_vertices, int *p_count, int p_max) const;
- void project_range(const Vector3 &p_normal, const Transform &p_transform, float &r_min, float &r_max) const;
- AABB get_aabb() const {
- AABB aabb(vertex[0], Vector3());
- aabb.expand_to(vertex[1]);
- aabb.expand_to(vertex[2]);
- return aabb;
- }
- bool intersects_aabb(const AABB &p_aabb) const;
- _FORCE_INLINE_ bool intersects_aabb2(const AABB &p_aabb) const;
- operator String() const;
- inline Face3() {}
- inline Face3(const Vector3 &p_v1, const Vector3 &p_v2, const Vector3 &p_v3) {
- vertex[0] = p_v1;
- vertex[1] = p_v2;
- vertex[2] = p_v3;
- }
- };
- bool Face3::intersects_aabb2(const AABB &p_aabb) const {
- Vector3 perp = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]);
- Vector3 half_extents = p_aabb.size * 0.5;
- Vector3 ofs = p_aabb.pos + half_extents;
- Vector3 sup = Vector3(
- (perp.x > 0) ? -half_extents.x : half_extents.x,
- (perp.y > 0) ? -half_extents.y : half_extents.y,
- (perp.z > 0) ? -half_extents.z : half_extents.z);
- float d = perp.dot(vertex[0]);
- float dist_a = perp.dot(ofs + sup) - d;
- float dist_b = perp.dot(ofs - sup) - d;
- if (dist_a * dist_b > 0)
- return false; //does not intersect the plane
- #define TEST_AXIS(m_ax) \
- { \
- float aabb_min = p_aabb.pos.m_ax; \
- float aabb_max = p_aabb.pos.m_ax + p_aabb.size.m_ax; \
- float tri_min, tri_max; \
- for (int i = 0; i < 3; i++) { \
- if (i == 0 || vertex[i].m_ax > tri_max) \
- tri_max = vertex[i].m_ax; \
- if (i == 0 || vertex[i].m_ax < tri_min) \
- tri_min = vertex[i].m_ax; \
- } \
- \
- if (tri_max < aabb_min || aabb_max < tri_min) \
- return false; \
- }
- TEST_AXIS(x);
- TEST_AXIS(y);
- TEST_AXIS(z);
- #undef TEST_AXIS
- Vector3 edge_norms[3] = {
- vertex[0] - vertex[1],
- vertex[1] - vertex[2],
- vertex[2] - vertex[0],
- };
- for (int i = 0; i < 12; i++) {
- Vector3 from, to;
- switch (i) {
- case 0: {
- from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z);
- to = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z);
- } break;
- case 1: {
- from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
- to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z);
- } break;
- case 2: {
- from = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
- to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
- } break;
- case 3: {
- from = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z);
- to = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
- } break;
- case 4: {
- from = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
- to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
- } break;
- case 5: {
- from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
- to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
- } break;
- case 6: {
- from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
- to = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
- } break;
- case 7: {
- from = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
- to = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
- } break;
- case 8: {
- from = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
- to = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
- } break;
- case 9: {
- from = Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z);
- to = Vector3(p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
- } break;
- case 10: {
- from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z);
- to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z);
- } break;
- case 11: {
- from = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z);
- to = Vector3(p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z);
- } break;
- }
- Vector3 e1 = from - to;
- for (int j = 0; j < 3; j++) {
- Vector3 e2 = edge_norms[j];
- Vector3 axis = vec3_cross(e1, e2);
- if (axis.length_squared() < 0.0001)
- continue; // coplanar
- //axis.normalize();
- Vector3 sup2 = Vector3(
- (axis.x > 0) ? -half_extents.x : half_extents.x,
- (axis.y > 0) ? -half_extents.y : half_extents.y,
- (axis.z > 0) ? -half_extents.z : half_extents.z);
- float maxB = axis.dot(ofs + sup2);
- float minB = axis.dot(ofs - sup2);
- if (minB > maxB) {
- SWAP(maxB, minB);
- }
- float minT = 1e20, maxT = -1e20;
- for (int k = 0; k < 3; k++) {
- float d = axis.dot(vertex[k]);
- if (d > maxT)
- maxT = d;
- if (d < minT)
- minT = d;
- }
- if (maxB < minT || maxT < minB)
- return false;
- }
- }
- return true;
- }
- #endif // FACE3_H
|