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			351 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			351 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  face3.cpp                                                             */
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| /**************************************************************************/
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| /*                         This file is part of:                          */
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| /*                             GODOT ENGINE                               */
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| /*                        https://godotengine.org                         */
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| /**************************************************************************/
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| /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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| /* Copyright (c) 2007-2014 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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| 
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| #include "face3.h"
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| 
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| #include "core/math/geometry_3d.h"
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| 
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| int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_over[3]) const {
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| 	ERR_FAIL_COND_V(is_degenerate(), 0);
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| 
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| 	Vector3 above[4];
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| 	int above_count = 0;
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| 
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| 	Vector3 below[4];
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| 	int below_count = 0;
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| 
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| 	for (int i = 0; i < 3; i++) {
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| 		if (p_plane.has_point(vertex[i], (real_t)CMP_EPSILON)) { // point is in plane
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| 
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| 			ERR_FAIL_COND_V(above_count >= 4, 0);
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| 			above[above_count++] = vertex[i];
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| 			ERR_FAIL_COND_V(below_count >= 4, 0);
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| 			below[below_count++] = vertex[i];
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| 
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| 		} else {
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| 			if (p_plane.is_point_over(vertex[i])) {
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| 				//Point is over
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| 				ERR_FAIL_COND_V(above_count >= 4, 0);
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| 				above[above_count++] = vertex[i];
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| 
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| 			} else {
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| 				//Point is under
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| 				ERR_FAIL_COND_V(below_count >= 4, 0);
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| 				below[below_count++] = vertex[i];
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| 			}
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| 
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| 			/* Check for Intersection between this and the next vertex*/
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| 
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| 			Vector3 inters;
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| 			if (!p_plane.intersects_segment(vertex[i], vertex[(i + 1) % 3], &inters)) {
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| 				continue;
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| 			}
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| 
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| 			/* Intersection goes to both */
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| 			ERR_FAIL_COND_V(above_count >= 4, 0);
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| 			above[above_count++] = inters;
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| 			ERR_FAIL_COND_V(below_count >= 4, 0);
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| 			below[below_count++] = inters;
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| 		}
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| 	}
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| 
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| 	int polygons_created = 0;
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| 
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| 	ERR_FAIL_COND_V(above_count >= 4 && below_count >= 4, 0); //bug in the algo
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| 
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| 	if (above_count >= 3) {
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| 		p_res[polygons_created] = Face3(above[0], above[1], above[2]);
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| 		p_is_point_over[polygons_created] = true;
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| 		polygons_created++;
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| 
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| 		if (above_count == 4) {
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| 			p_res[polygons_created] = Face3(above[2], above[3], above[0]);
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| 			p_is_point_over[polygons_created] = true;
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| 			polygons_created++;
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| 		}
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| 	}
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| 
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| 	if (below_count >= 3) {
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| 		p_res[polygons_created] = Face3(below[0], below[1], below[2]);
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| 		p_is_point_over[polygons_created] = false;
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| 		polygons_created++;
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| 
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| 		if (below_count == 4) {
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| 			p_res[polygons_created] = Face3(below[2], below[3], below[0]);
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| 			p_is_point_over[polygons_created] = false;
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| 			polygons_created++;
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| 		}
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| 	}
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| 
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| 	return polygons_created;
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| }
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| 
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| bool Face3::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const {
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| 	return Geometry3D::ray_intersects_triangle(p_from, p_dir, vertex[0], vertex[1], vertex[2], p_intersection);
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| }
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| 
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| bool Face3::intersects_segment(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const {
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| 	return Geometry3D::segment_intersects_triangle(p_from, p_dir, vertex[0], vertex[1], vertex[2], p_intersection);
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| }
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| 
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| bool Face3::is_degenerate() const {
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| 	Vector3 normal = vec3_cross(vertex[0] - vertex[1], vertex[0] - vertex[2]);
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| 	return (normal.length_squared() < (real_t)CMP_EPSILON2);
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| }
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| 
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| Vector3 Face3::get_random_point_inside() const {
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| 	real_t a = Math::random(0.0, 1.0);
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| 	real_t b = Math::random(0.0, 1.0);
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| 	if (a > b) {
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| 		SWAP(a, b);
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| 	}
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| 
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| 	return vertex[0] * a + vertex[1] * (b - a) + vertex[2] * (1.0f - b);
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| }
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| 
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| Plane Face3::get_plane(ClockDirection p_dir) const {
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| 	return Plane(vertex[0], vertex[1], vertex[2], p_dir);
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| }
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| 
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| real_t Face3::get_area() const {
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| 	return vec3_cross(vertex[0] - vertex[1], vertex[0] - vertex[2]).length() * 0.5f;
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| }
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| 
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| bool Face3::intersects_aabb(const AABB &p_aabb) const {
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| 	/** TEST PLANE **/
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| 	if (!p_aabb.intersects_plane(get_plane())) {
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| 		return false;
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| 	}
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| 
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| #define TEST_AXIS(m_ax)                                            \
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| 	/** TEST FACE AXIS */                                          \
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| 	{                                                              \
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| 		real_t aabb_min = p_aabb.position.m_ax;                    \
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| 		real_t aabb_max = p_aabb.position.m_ax + p_aabb.size.m_ax; \
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| 		real_t tri_min = vertex[0].m_ax;                           \
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| 		real_t tri_max = vertex[0].m_ax;                           \
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| 		for (int i = 1; i < 3; i++) {                              \
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| 			if (vertex[i].m_ax > tri_max)                          \
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| 				tri_max = vertex[i].m_ax;                          \
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| 			if (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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| 
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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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| 
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| 	/** TEST ALL EDGES **/
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| 
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| 	const 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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| 
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| 	for (int i = 0; i < 12; i++) {
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| 		Vector3 from, to;
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| 		p_aabb.get_edge(i, from, to);
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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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| 
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| 			Vector3 axis = vec3_cross(e1, e2);
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| 
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| 			if (axis.length_squared() < 0.0001f) {
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| 				continue; // coplanar
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| 			}
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| 			axis.normalize();
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| 
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| 			real_t minA, maxA, minB, maxB;
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| 			p_aabb.project_range_in_plane(Plane(axis), minA, maxA);
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| 			project_range(axis, Transform3D(), minB, maxB);
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| 
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| 			if (maxA < minB || maxB < minA) {
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| 				return false;
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| 			}
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| 		}
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| 	}
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| 	return true;
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| }
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| 
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| Face3::operator String() const {
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| 	return String() + String(vertex[0]) + ", " + String(vertex[1]) + ", " + String(vertex[2]);
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| }
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| 
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| void Face3::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
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| 	for (int i = 0; i < 3; i++) {
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| 		Vector3 v = p_transform.xform(vertex[i]);
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| 		real_t d = p_normal.dot(v);
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| 
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| 		if (i == 0 || d > r_max) {
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| 			r_max = d;
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| 		}
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| 
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| 		if (i == 0 || d < r_min) {
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| 			r_min = d;
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| 		}
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| 	}
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| }
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| 
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| void Face3::get_support(const Vector3 &p_normal, const Transform3D &p_transform, Vector3 *p_vertices, int *p_count, int p_max) const {
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| 	constexpr double face_support_threshold = 0.98;
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| 	constexpr double edge_support_threshold = 0.05;
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| 
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| 	if (p_max <= 0) {
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| 		return;
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| 	}
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| 
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| 	Vector3 n = p_transform.basis.xform_inv(p_normal);
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| 
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| 	/** TEST FACE AS SUPPORT **/
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| 	if (get_plane().normal.dot(n) > face_support_threshold) {
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| 		*p_count = MIN(3, p_max);
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| 
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| 		for (int i = 0; i < *p_count; i++) {
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| 			p_vertices[i] = p_transform.xform(vertex[i]);
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| 		}
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| 
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| 		return;
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| 	}
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| 
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| 	/** FIND SUPPORT VERTEX **/
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| 
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| 	int vert_support_idx = -1;
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| 	real_t support_max = 0;
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| 
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| 	for (int i = 0; i < 3; i++) {
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| 		real_t d = n.dot(vertex[i]);
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| 
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| 		if (i == 0 || d > support_max) {
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| 			support_max = d;
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| 			vert_support_idx = i;
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| 		}
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| 	}
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| 
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| 	/** TEST EDGES AS SUPPORT **/
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| 
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| 	for (int i = 0; i < 3; i++) {
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| 		if (i != vert_support_idx && i + 1 != vert_support_idx) {
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| 			continue;
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| 		}
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| 
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| 		// check if edge is valid as a support
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| 		real_t dot = (vertex[i] - vertex[(i + 1) % 3]).normalized().dot(n);
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| 		dot = Math::abs(dot);
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| 		if (dot < edge_support_threshold) {
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| 			*p_count = MIN(2, p_max);
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| 
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| 			for (int j = 0; j < *p_count; j++) {
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| 				p_vertices[j] = p_transform.xform(vertex[(j + i) % 3]);
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| 			}
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| 
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| 			return;
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| 		}
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| 	}
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| 
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| 	*p_count = 1;
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| 	p_vertices[0] = p_transform.xform(vertex[vert_support_idx]);
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| }
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| 
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| Vector3 Face3::get_closest_point_to(const Vector3 &p_point) const {
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| 	Vector3 edge0 = vertex[1] - vertex[0];
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| 	Vector3 edge1 = vertex[2] - vertex[0];
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| 	Vector3 v0 = vertex[0] - p_point;
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| 
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| 	real_t a = edge0.dot(edge0);
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| 	real_t b = edge0.dot(edge1);
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| 	real_t c = edge1.dot(edge1);
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| 	real_t d = edge0.dot(v0);
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| 	real_t e = edge1.dot(v0);
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| 
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| 	real_t det = a * c - b * b;
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| 	real_t s = b * e - c * d;
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| 	real_t t = b * d - a * e;
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| 
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| 	if (s + t < det) {
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| 		if (s < 0.f) {
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| 			if (t < 0.f) {
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| 				if (d < 0.f) {
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| 					s = CLAMP(-d / a, 0.f, 1.f);
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| 					t = 0.f;
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| 				} else {
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| 					s = 0.f;
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| 					t = CLAMP(-e / c, 0.f, 1.f);
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| 				}
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| 			} else {
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| 				s = 0.f;
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| 				t = CLAMP(-e / c, 0.f, 1.f);
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| 			}
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| 		} else if (t < 0.f) {
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| 			s = CLAMP(-d / a, 0.f, 1.f);
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| 			t = 0.f;
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| 		} else {
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| 			real_t invDet = 1.f / det;
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| 			s *= invDet;
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| 			t *= invDet;
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| 		}
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| 	} else {
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| 		if (s < 0.f) {
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| 			real_t tmp0 = b + d;
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| 			real_t tmp1 = c + e;
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| 			if (tmp1 > tmp0) {
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| 				real_t numer = tmp1 - tmp0;
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| 				real_t denom = a - 2 * b + c;
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| 				s = CLAMP(numer / denom, 0.f, 1.f);
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| 				t = 1 - s;
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| 			} else {
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| 				t = CLAMP(-e / c, 0.f, 1.f);
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| 				s = 0.f;
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| 			}
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| 		} else if (t < 0.f) {
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| 			if (a + d > b + e) {
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| 				real_t numer = c + e - b - d;
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| 				real_t denom = a - 2 * b + c;
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| 				s = CLAMP(numer / denom, 0.f, 1.f);
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| 				t = 1 - s;
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| 			} else {
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| 				s = CLAMP(-d / a, 0.f, 1.f);
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| 				t = 0.f;
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| 			}
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| 		} else {
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| 			real_t numer = c + e - b - d;
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| 			real_t denom = a - 2 * b + c;
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| 			s = CLAMP(numer / denom, 0.f, 1.f);
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| 			t = 1.f - s;
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| 		}
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| 	}
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| 
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| 	return vertex[0] + s * edge0 + t * edge1;
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| }
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