200 lines
7.2 KiB
C++
200 lines
7.2 KiB
C++
/********************************************************************************
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* ReactPhysics3D physics library, http://www.reactphysics3d.com *
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* Copyright (c) 2010-2016 Daniel Chappuis *
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*********************************************************************************
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* *
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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 *
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* use of this software. *
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* *
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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 *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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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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********************************************************************************/
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#ifndef REACTPHYSICS3D_TRIANGLE_EPA_H
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#define REACTPHYSICS3D_TRIANGLE_EPA_H
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// Libraries
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#include "mathematics/mathematics.h"
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#include "configuration.h"
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#include "EdgeEPA.h"
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#include <cassert>
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/// ReactPhysics3D namespace
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namespace reactphysics3d {
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// Prototypes
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bool link(const EdgeEPA& edge0, const EdgeEPA& edge1);
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void halfLink(const EdgeEPA& edge0, const EdgeEPA& edge1);
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// Class TriangleEPA
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/**
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* This class represents a triangle face of the current polytope in the EPA algorithm.
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*/
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class TriangleEPA {
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private:
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// -------------------- Attributes -------------------- //
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/// Indices of the vertices y_i of the triangle
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uint mIndicesVertices[3];
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/// Three adjacent edges of the triangle (edges of other triangles)
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EdgeEPA mAdjacentEdges[3];
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/// True if the triangle face is visible from the new support point
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bool mIsObsolete;
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/// Determinant
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decimal mDet;
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/// Point v closest to the origin on the affine hull of the triangle
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Vector3 mClosestPoint;
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/// Lambda1 value such that v = lambda0 * y_0 + lambda1 * y_1 + lambda2 * y_2
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decimal mLambda1;
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/// Lambda1 value such that v = lambda0 * y_0 + lambda1 * y_1 + lambda2 * y_2
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decimal mLambda2;
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/// Square distance of the point closest point v to the origin
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decimal mDistSquare;
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// -------------------- Methods -------------------- //
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/// Private copy-constructor
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TriangleEPA(const TriangleEPA& triangle);
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/// Private assignment operator
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TriangleEPA& operator=(const TriangleEPA& triangle);
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public:
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// -------------------- Methods -------------------- //
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/// Constructor
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TriangleEPA();
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/// Constructor
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TriangleEPA(uint v1, uint v2, uint v3);
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/// Destructor
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~TriangleEPA();
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/// Return an adjacent edge of the triangle
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EdgeEPA& getAdjacentEdge(int index);
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/// Set an adjacent edge of the triangle
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void setAdjacentEdge(int index, EdgeEPA& edge);
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/// Return the square distance of the closest point to origin
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decimal getDistSquare() const;
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/// Set the isObsolete value
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void setIsObsolete(bool isObsolete);
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/// Return true if the triangle face is obsolete
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bool getIsObsolete() const;
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/// Return the point closest to the origin
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const Vector3& getClosestPoint() const;
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// Return true if the closest point on affine hull is inside the triangle
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bool isClosestPointInternalToTriangle() const;
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/// Return true if the triangle is visible from a given vertex
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bool isVisibleFromVertex(const Vector3* vertices, uint index) const;
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/// Compute the point v closest to the origin of this triangle
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bool computeClosestPoint(const Vector3* vertices);
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/// Compute the point of an object closest to the origin
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Vector3 computeClosestPointOfObject(const Vector3* supportPointsOfObject) const;
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/// Execute the recursive silhouette algorithm from this triangle face.
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bool computeSilhouette(const Vector3* vertices, uint index, TrianglesStore& triangleStore);
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/// Access operator
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uint operator[](int i) const;
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/// Associate two edges
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friend bool link(const EdgeEPA& edge0, const EdgeEPA& edge1);
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/// Make a half-link between two edges
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friend void halfLink(const EdgeEPA& edge0, const EdgeEPA& edge1);
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};
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// Return an edge of the triangle
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inline EdgeEPA& TriangleEPA::getAdjacentEdge(int index) {
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assert(index >= 0 && index < 3);
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return mAdjacentEdges[index];
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}
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// Set an adjacent edge of the triangle
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inline void TriangleEPA::setAdjacentEdge(int index, EdgeEPA& edge) {
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assert(index >=0 && index < 3);
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mAdjacentEdges[index] = edge;
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}
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// Return the square distance of the closest point to origin
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inline decimal TriangleEPA::getDistSquare() const {
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return mDistSquare;
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}
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// Set the isObsolete value
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inline void TriangleEPA::setIsObsolete(bool isObsolete) {
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mIsObsolete = isObsolete;
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}
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// Return true if the triangle face is obsolete
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inline bool TriangleEPA::getIsObsolete() const {
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return mIsObsolete;
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}
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// Return the point closest to the origin
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inline const Vector3& TriangleEPA::getClosestPoint() const {
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return mClosestPoint;
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}
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// Return true if the closest point on affine hull is inside the triangle
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inline bool TriangleEPA::isClosestPointInternalToTriangle() const {
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return (mLambda1 >= 0.0 && mLambda2 >= 0.0 && (mLambda1 + mLambda2) <= mDet);
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}
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// Return true if the triangle is visible from a given vertex
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inline bool TriangleEPA::isVisibleFromVertex(const Vector3* vertices, uint index) const {
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Vector3 closestToVert = vertices[index] - mClosestPoint;
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return (mClosestPoint.dot(closestToVert) > 0.0);
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}
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// Compute the point of an object closest to the origin
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inline Vector3 TriangleEPA::computeClosestPointOfObject(const Vector3* supportPointsOfObject) const{
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const Vector3& p0 = supportPointsOfObject[mIndicesVertices[0]];
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return p0 + decimal(1.0)/mDet * (mLambda1 * (supportPointsOfObject[mIndicesVertices[1]] - p0) +
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mLambda2 * (supportPointsOfObject[mIndicesVertices[2]] - p0));
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}
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// Access operator
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inline uint TriangleEPA::operator[](int i) const {
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assert(i >= 0 && i <3);
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return mIndicesVertices[i];
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}
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}
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#endif
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