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175 lines
5.0 KiB
C++
175 lines
5.0 KiB
C++
/*
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Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans http://continuousphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it freely,
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subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "b3GeometryUtil.h"
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/*
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Make sure this dummy function never changes so that it
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can be used by probes that are checking whether the
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library is actually installed.
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*/
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extern "C"
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{
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void b3BulletMathProbe();
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void b3BulletMathProbe() {}
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}
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bool b3GeometryUtil::isPointInsidePlanes(const b3AlignedObjectArray<b3Vector3>& planeEquations, const b3Vector3& point, b3Scalar margin)
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{
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int numbrushes = planeEquations.size();
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for (int i = 0; i < numbrushes; i++)
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{
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const b3Vector3& N1 = planeEquations[i];
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b3Scalar dist = b3Scalar(N1.dot(point)) + b3Scalar(N1[3]) - margin;
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if (dist > b3Scalar(0.))
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{
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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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bool b3GeometryUtil::areVerticesBehindPlane(const b3Vector3& planeNormal, const b3AlignedObjectArray<b3Vector3>& vertices, b3Scalar margin)
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{
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int numvertices = vertices.size();
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for (int i = 0; i < numvertices; i++)
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{
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const b3Vector3& N1 = vertices[i];
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b3Scalar dist = b3Scalar(planeNormal.dot(N1)) + b3Scalar(planeNormal[3]) - margin;
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if (dist > b3Scalar(0.))
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{
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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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bool notExist(const b3Vector3& planeEquation, const b3AlignedObjectArray<b3Vector3>& planeEquations);
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bool notExist(const b3Vector3& planeEquation, const b3AlignedObjectArray<b3Vector3>& planeEquations)
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{
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int numbrushes = planeEquations.size();
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for (int i = 0; i < numbrushes; i++)
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{
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const b3Vector3& N1 = planeEquations[i];
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if (planeEquation.dot(N1) > b3Scalar(0.999))
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{
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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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void b3GeometryUtil::getPlaneEquationsFromVertices(b3AlignedObjectArray<b3Vector3>& vertices, b3AlignedObjectArray<b3Vector3>& planeEquationsOut)
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{
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const int numvertices = vertices.size();
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// brute force:
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for (int i = 0; i < numvertices; i++)
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{
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const b3Vector3& N1 = vertices[i];
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for (int j = i + 1; j < numvertices; j++)
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{
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const b3Vector3& N2 = vertices[j];
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for (int k = j + 1; k < numvertices; k++)
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{
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const b3Vector3& N3 = vertices[k];
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b3Vector3 planeEquation, edge0, edge1;
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edge0 = N2 - N1;
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edge1 = N3 - N1;
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b3Scalar normalSign = b3Scalar(1.);
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for (int ww = 0; ww < 2; ww++)
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{
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planeEquation = normalSign * edge0.cross(edge1);
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if (planeEquation.length2() > b3Scalar(0.0001))
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{
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planeEquation.normalize();
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if (notExist(planeEquation, planeEquationsOut))
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{
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planeEquation[3] = -planeEquation.dot(N1);
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//check if inside, and replace supportingVertexOut if needed
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if (areVerticesBehindPlane(planeEquation, vertices, b3Scalar(0.01)))
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{
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planeEquationsOut.push_back(planeEquation);
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}
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}
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}
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normalSign = b3Scalar(-1.);
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}
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}
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}
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}
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}
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void b3GeometryUtil::getVerticesFromPlaneEquations(const b3AlignedObjectArray<b3Vector3>& planeEquations, b3AlignedObjectArray<b3Vector3>& verticesOut)
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{
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const int numbrushes = planeEquations.size();
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// brute force:
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for (int i = 0; i < numbrushes; i++)
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{
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const b3Vector3& N1 = planeEquations[i];
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for (int j = i + 1; j < numbrushes; j++)
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{
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const b3Vector3& N2 = planeEquations[j];
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for (int k = j + 1; k < numbrushes; k++)
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{
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const b3Vector3& N3 = planeEquations[k];
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b3Vector3 n2n3;
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n2n3 = N2.cross(N3);
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b3Vector3 n3n1;
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n3n1 = N3.cross(N1);
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b3Vector3 n1n2;
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n1n2 = N1.cross(N2);
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if ((n2n3.length2() > b3Scalar(0.0001)) &&
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(n3n1.length2() > b3Scalar(0.0001)) &&
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(n1n2.length2() > b3Scalar(0.0001)))
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{
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//point P out of 3 plane equations:
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// d1 ( N2 * N3 ) + d2 ( N3 * N1 ) + d3 ( N1 * N2 )
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//P = -------------------------------------------------------------------------
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// N1 . ( N2 * N3 )
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b3Scalar quotient = (N1.dot(n2n3));
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if (b3Fabs(quotient) > b3Scalar(0.000001))
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{
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quotient = b3Scalar(-1.) / quotient;
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n2n3 *= N1[3];
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n3n1 *= N2[3];
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n1n2 *= N3[3];
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b3Vector3 potentialVertex = n2n3;
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potentialVertex += n3n1;
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potentialVertex += n1n2;
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potentialVertex *= quotient;
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//check if inside, and replace supportingVertexOut if needed
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if (isPointInsidePlanes(planeEquations, potentialVertex, b3Scalar(0.01)))
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{
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verticesOut.push_back(potentialVertex);
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}
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}
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}
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}
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}
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}
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}
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