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bc26f90581
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
270 lines
8.6 KiB
C++
270 lines
8.6 KiB
C++
/*************************************************************************/
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/* face3.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef FACE3_H
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#define FACE3_H
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#include "vector3.h"
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#include "plane.h"
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#include "aabb.h"
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#include "transform.h"
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class Face3 {
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public:
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enum Side {
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SIDE_OVER,
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SIDE_UNDER,
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SIDE_SPANNING,
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SIDE_COPLANAR
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};
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Vector3 vertex[3];
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/**
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*
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* @param p_plane plane used to split the face
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* @param p_res array of at least 3 faces, amount used in functio return
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* @param p_is_point_over array of at least 3 booleans, determining which face is over the plane, amount used in functio return
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* @param _epsilon constant used for numerical error rounding, to add "thickness" to the plane (so coplanar points can happen)
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* @return amount of faces generated by the split, either 0 (means no split possible), 2 or 3
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*/
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int split_by_plane(const Plane& p_plane,Face3 *p_res,bool *p_is_point_over) const;
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Plane get_plane(ClockDirection p_dir=CLOCKWISE) const;
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Vector3 get_random_point_inside() const;
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Side get_side_of(const Face3& p_face,ClockDirection p_clock_dir=CLOCKWISE) const;
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bool is_degenerate() const;
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real_t get_area() const;
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Vector3 get_median_point() const;
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Vector3 get_closest_point_to(const Vector3& p_point) const;
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bool intersects_ray(const Vector3& p_from,const Vector3& p_dir,Vector3 * p_intersection=0) const;
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bool intersects_segment(const Vector3& p_from,const Vector3& p_dir,Vector3 * p_intersection=0) const;
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ClockDirection get_clock_dir() const; ///< todo, test if this is returning the proper clockwisity
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void get_support(const Vector3& p_normal,const Transform& p_transform,Vector3 *p_vertices,int* p_count,int p_max) const;
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void project_range(const Vector3& p_normal,const Transform& p_transform,float& r_min, float& r_max) const;
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Rect3 get_aabb() const {
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Rect3 aabb( vertex[0], Vector3() );
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aabb.expand_to( vertex[1] );
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aabb.expand_to( vertex[2] );
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return aabb;
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}
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bool intersects_aabb(const Rect3& p_aabb) const;
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_FORCE_INLINE_ bool intersects_aabb2(const Rect3& p_aabb) const;
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operator String() const;
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inline Face3() {}
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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; }
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};
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bool Face3::intersects_aabb2(const Rect3& p_aabb) const {
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Vector3 perp = (vertex[0]-vertex[2]).cross(vertex[0]-vertex[1]);
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Vector3 half_extents = p_aabb.size * 0.5;
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Vector3 ofs = p_aabb.pos + half_extents;
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Vector3 sup =Vector3(
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(perp.x>0) ? -half_extents.x : half_extents.x,
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(perp.y>0) ? -half_extents.y : half_extents.y,
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(perp.z>0) ? -half_extents.z : half_extents.z
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);
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float d = perp.dot(vertex[0]);
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float dist_a = perp.dot(ofs+sup)-d;
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float dist_b = perp.dot(ofs-sup)-d;
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if (dist_a*dist_b > 0)
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return false; //does not intersect the plane
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#define TEST_AXIS(m_ax)\
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{\
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float aabb_min=p_aabb.pos.m_ax;\
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float aabb_max=p_aabb.pos.m_ax+p_aabb.size.m_ax;\
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float tri_min,tri_max;\
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for (int i=0;i<3;i++) {\
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if (i==0 || vertex[i].m_ax > tri_max)\
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tri_max=vertex[i].m_ax;\
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if (i==0 || vertex[i].m_ax < tri_min)\
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tri_min=vertex[i].m_ax;\
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}\
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\
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if (tri_max<aabb_min || aabb_max<tri_min)\
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return false;\
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}
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TEST_AXIS(x);
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TEST_AXIS(y);
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TEST_AXIS(z);
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#undef TEST_AXIS
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Vector3 edge_norms[3]={
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vertex[0]-vertex[1],
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vertex[1]-vertex[2],
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vertex[2]-vertex[0],
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};
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for (int i=0;i<12;i++) {
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Vector3 from,to;
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switch(i) {
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case 0:{
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from=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y , p_aabb.pos.z );
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to=Vector3( p_aabb.pos.x , p_aabb.pos.y , p_aabb.pos.z );
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} break;
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case 1:{
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from=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y , p_aabb.pos.z+p_aabb.size.z );
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to=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y , p_aabb.pos.z );
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} break;
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case 2:{
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from=Vector3( p_aabb.pos.x , p_aabb.pos.y , p_aabb.pos.z+p_aabb.size.z );
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to=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y , p_aabb.pos.z+p_aabb.size.z );
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} break;
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case 3:{
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from=Vector3( p_aabb.pos.x , p_aabb.pos.y , p_aabb.pos.z );
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to=Vector3( p_aabb.pos.x , p_aabb.pos.y , p_aabb.pos.z+p_aabb.size.z );
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} break;
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case 4:{
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from=Vector3( p_aabb.pos.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z );
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to=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z );
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} break;
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case 5:{
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from=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z );
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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 );
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} break;
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case 6:{
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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 );
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to=Vector3( p_aabb.pos.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z+p_aabb.size.z );
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} break;
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case 7:{
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from=Vector3( p_aabb.pos.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z+p_aabb.size.z );
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to=Vector3( p_aabb.pos.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z );
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} break;
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case 8:{
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from=Vector3( p_aabb.pos.x , p_aabb.pos.y , p_aabb.pos.z+p_aabb.size.z );
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to=Vector3( p_aabb.pos.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z+p_aabb.size.z );
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} break;
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case 9:{
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from=Vector3( p_aabb.pos.x , p_aabb.pos.y , p_aabb.pos.z );
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to=Vector3( p_aabb.pos.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z );
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} break;
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case 10:{
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from=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y , p_aabb.pos.z );
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to=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y+p_aabb.size.y , p_aabb.pos.z );
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} break;
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case 11:{
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from=Vector3( p_aabb.pos.x+p_aabb.size.x , p_aabb.pos.y , p_aabb.pos.z+p_aabb.size.z );
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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 );
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} break;
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}
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Vector3 e1=from-to;
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for (int j=0;j<3;j++) {
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Vector3 e2=edge_norms[j];
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Vector3 axis=vec3_cross( e1, e2 );
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if (axis.length_squared()<0.0001)
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continue; // coplanar
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//axis.normalize();
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Vector3 sup2 =Vector3(
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(axis.x>0) ? -half_extents.x : half_extents.x,
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(axis.y>0) ? -half_extents.y : half_extents.y,
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(axis.z>0) ? -half_extents.z : half_extents.z
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);
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float maxB = axis.dot(ofs+sup2);
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float minB = axis.dot(ofs-sup2);
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if (minB>maxB) {
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SWAP(maxB,minB);
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}
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float minT=1e20,maxT=-1e20;
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for (int k=0;k<3;k++) {
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float d=axis.dot(vertex[k]);
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if (d > maxT)
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maxT=d;
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if (d < minT)
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minT=d;
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}
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if (maxB<minT || maxT<minB)
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return false;
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}
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}
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return true;
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}
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//this sucks...
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#endif // FACE3_H
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