reactphysics3d/src/collision/EPA/TriangleEPA.cpp
2011-02-07 18:27:11 +00:00

114 lines
4.4 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://code.google.com/p/reactphysics3d/ *
* Copyright (c) 2011 Daniel Chappuis *
*********************************************************************************
* *
* 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. *
********************************************************************************/
// Libraries
#include "TriangleEPA.h"
#include "EdgeEPA.h"
#include "TrianglesStore.h"
// We use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
TriangleEPA::TriangleEPA() {
}
// Constructor
TriangleEPA::TriangleEPA(uint indexVertex1, uint indexVertex2, uint indexVertex3)
: isObsolete(false) {
indicesVertices[0] = indexVertex1;
indicesVertices[1] = indexVertex2;
indicesVertices[2] = indexVertex3;
}
// Destructor
TriangleEPA::~TriangleEPA() {
}
// Compute the point v closest to the origin of this triangle
bool TriangleEPA::computeClosestPoint(const Vector3D* vertices) {
const Vector3D& p0 = vertices[indicesVertices[0]];
Vector3D v1 = vertices[indicesVertices[1]] - p0;
Vector3D v2 = vertices[indicesVertices[2]] - p0;
double v1Dotv1 = v1.dot(v1);
double v1Dotv2 = v1.dot(v2);
double v2Dotv2 = v2.dot(v2);
double p0Dotv1 = p0.dot(v1);
double p0Dotv2 = p0.dot(v2);
// Compute determinant
det = v1Dotv1 * v2Dotv2 - v1Dotv2 * v1Dotv2;
// Compute lambda values
lambda1 = p0Dotv2 * v1Dotv2 - p0Dotv1 * v2Dotv2;
lambda2 = p0Dotv1 * v1Dotv2 - p0Dotv2 * v1Dotv1;
// If the determinant is positive
if (det > 0.0) {
// Compute the closest point v
closestPoint = p0 + 1.0 / det * (lambda1 * v1 + lambda2 * v2);
// Compute the square distance of closest point to the origin
distSquare = closestPoint.dot(closestPoint);
return true;
}
return false;
}
// Compute recursive silhouette algorithm for that triangle
bool TriangleEPA::computeSilhouette(const Vector3D* vertices, uint index, TrianglesStore& triangleStore) {
uint first = triangleStore.getNbTriangles();
// Mark the current triangle as obsolete
setIsObsolete(true);
// Execute recursively the silhouette algorithm for the ajdacent edges of neighbouring
// triangles of the current triangle
bool result = adjacentEdges[0].computeSilhouette(vertices, index, triangleStore) &&
adjacentEdges[1].computeSilhouette(vertices, index, triangleStore) &&
adjacentEdges[2].computeSilhouette(vertices, index, triangleStore);
if (result) {
int i,j;
for (i=first, j=triangleStore.getNbTriangles()-1; i != triangleStore.getNbTriangles(); j = i++) {
TriangleEPA* triangle = &triangleStore[i];
triangle->getAdjacentEdge(1).halfLink(EdgeEPA(triangle, 1));
if (!EdgeEPA(triangle, 0).link(EdgeEPA(&triangleStore[j], 2))) {
return false;
}
}
}
return result;
}