git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@250 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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@ -77,6 +77,64 @@ inline void closestPointsBetweenTwoLines(const reactphysics3d::Vector3D& point1,
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*beta = (a*f-b*c)/d;
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*beta = (a*f-b*c)/d;
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}
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}
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// TODO : Test this method
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// This method returns true if the point "P" is on the segment between "segPointA" and "segPointB" and return false otherwise
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inline bool isPointOnSegment(const reactphysics3d::Vector3D& segPointA, const reactphysics3d::Vector3D& segPointB, const reactphysics3d::Vector3D& P) {
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// Check if the point P is on the line between "segPointA" and "segPointB"
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reactphysics3d::Vector3D d = segPointB - segPointA;
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reactphysics3d::Vector3D dP = P - segPointA;
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if (!d.isParallelWith(dP)) {
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return false;
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}
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// Compute the length of the segment
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double segmentLength = d.length();
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// Compute the distance from point "P" to points "segPointA" and "segPointB"
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double distA = dP.length();
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double distB = (P - segPointB).length();
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// If one of the "distA" and "distB" is greather than the length of the segment, then P is not on the segment
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if (distA > segmentLength || distB > segmentLength) {
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return false;
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}
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// Otherwise, the point P is on the segment
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return true;
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}
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// TODO : Test this method
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// Given two segments in 3D that are not parallel and that intersect, this method computes the intersection point between the two segments
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// The result intersection point is the reference "resultPoint".
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inline void computeNonParallelSegmentsIntersection(const reactphysics3d::Vector3D& seg1PointA, const reactphysics3d::Vector3D& seg1PointB,
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const reactphysics3d::Vector3D& seg2PointA, const reactphysics3d::Vector3D& seg2PointB,
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reactphysics3d::Vector3D& resultPoint) {
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// Determine the lines of both segments
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reactphysics3d::Vector3D d1 = seg1PointB - seg1PointA;
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reactphysics3d::Vector3D d2 = seg2PointB - seg2PointA;
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// The segments must not be parallel
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assert(!d1.isParallelWith(d2));
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// Compute the closet points between the two lines
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double alpha, beta;
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closestPointsBetweenTwoLines(seg1PointA, d1, seg2PointA, d2, &alpha, &beta);
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reactphysics3d::Vector3D point1 = seg1PointA + alpha * d1;
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reactphysics3d::Vector3D point2 = seg2PointA + beta * d2;
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// The closest points have to be on the segments, otherwise there is no intersection between the segments
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assert(isPointOnSegment(seg1PointA, seg1PointB, point1));
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assert(isPointOnSegment(seg2PointA, seg2PointB, point2));
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// If the two closest point aren't very close, there is no intersection between the segments
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reactphysics3d::Vector3D d = point2 - point1;
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assert(d.length() <= EPSILON);
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// They are very close so we return the intersection point (halfway between "point1" and "point2"
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resultPoint = 0.5 * (point1 + point2);
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}
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/*
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/*
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// TODO : Test this method
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// TODO : Test this method
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// Move a set of points by a given vector.
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// Move a set of points by a given vector.
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@ -114,8 +172,8 @@ inline reactphysics3d::Vector3D computeOrthogonalProjectionOfPointOntoALine(cons
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// and "resultPointB". Because the two given segments don't have to be on the same exact line, the result intersection segment will a segment
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// and "resultPointB". Because the two given segments don't have to be on the same exact line, the result intersection segment will a segment
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// halway between the first and the second given segments.
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// halway between the first and the second given segments.
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inline void computeParallelSegmentsIntersection(const reactphysics3d::Vector3D& seg1PointA, const reactphysics3d::Vector3D& seg1PointB,
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inline void computeParallelSegmentsIntersection(const reactphysics3d::Vector3D& seg1PointA, const reactphysics3d::Vector3D& seg1PointB,
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const reactphysics3d::Vector3D& seg2PointA, const reactphysics3d::Vector3D& seg2PointB,
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const reactphysics3d::Vector3D& seg2PointA, const reactphysics3d::Vector3D& seg2PointB,
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reactphysics3d::Vector3D& resultPointA, reactphysics3d::Vector3D& resultPointB) {
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reactphysics3d::Vector3D& resultPointA, reactphysics3d::Vector3D& resultPointB) {
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// Compute the segment vectors
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// Compute the segment vectors
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reactphysics3d::Vector3D d1 = seg1PointB - seg1PointA;
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reactphysics3d::Vector3D d1 = seg1PointB - seg1PointA;
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reactphysics3d::Vector3D d2 = seg2PointB - seg2PointA;
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reactphysics3d::Vector3D d2 = seg2PointB - seg2PointA;
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@ -157,5 +215,61 @@ inline void computeParallelSegmentsIntersection(const reactphysics3d::Vector3D&
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resultPointB = seg2PointB - 0.5 * v;
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resultPointB = seg2PointB - 0.5 * v;
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}
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}
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}
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}
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// TODO : Test this method
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// This method uses the Sutherland-Hodgman clipping algorithm to clip a subject polygon (given by the ordered 3D vertices in "subjectPolygon") using
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// a rectangle polygon (given by the ordered 3D vertices in "clipRectangle"). The subject polygon and the clip rectangle are in 3D but we assumed that
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// they are on a same plane in 3D. The method returns the ordered 3D vertices of the subject polygon clipped using the rectangle polygon.
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inline std::vector<reactphysics3d::Vector3D> clipPolygonWithRectangleInPlane(const std::vector<reactphysics3d::Vector3D>& subjectPolygon, const std::vector<reactphysics3d::Vector3D>& clipRectangle) {
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assert(clipRectangle.size() == 4);
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std::vector<reactphysics3d::Vector3D> outputPolygon;
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std::vector<reactphysics3d::Vector3D> inputPolygon = subjectPolygon;
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// For each edge of the clip rectangle
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for (unsigned int i=0; i<4; ++i) {
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// Each edge defines a clip plane. The clip plane is define by a point on this plane (a vertice of the current edge) and
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// a plane normal (because we are using a clip rectangle, the plane normal is the next edge of the clip rectangle).
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reactphysics3d::Vector3D planeNormal = clipRectangle[(i+2) % 4] - clipRectangle[(i+1) % 4];
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reactphysics3d::Vector3D A = clipRectangle[i]; // Segment AB is the current segment of the "clipRectangle"
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reactphysics3d::Vector3D B = clipRectangle[(i+1) % 4];
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reactphysics3d::Vector3D S = inputPolygon[i];
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// For each vertex of the subject polygon
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for (unsigned int j=0; j<subjectPolygon.size(); ++j) {
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reactphysics3d::Vector3D P = inputPolygon[(i+1) % inputPolygon.size()];
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// If the point P is inside the clip plane
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if (planeNormal.scalarProduct(P-A) > 0.0) {
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// If the point S is also inside the clip plane
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if (planeNormal.scalarProduct(S-A) > 0.0) {
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outputPolygon.push_back(P);
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}
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else { // If the point S is outside the clip plane
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// Compute the intersection point between the segment SP and the clip plane
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reactphysics3d::Vector3D intersectPoint;
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computeNonParallelSegmentsIntersection(S, P, A, B, intersectPoint);
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outputPolygon.push_back(intersectPoint);
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outputPolygon.push_back(P);
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}
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}
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else if (planeNormal.scalarProduct(S-A) > 0.0) {
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// Compute the intersection point between the segment SP and the clip plane
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reactphysics3d::Vector3D intersectPoint;
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computeNonParallelSegmentsIntersection(S, P, A, B, intersectPoint);
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outputPolygon.push_back(intersectPoint);
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}
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S = P;
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}
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inputPolygon = outputPolygon;
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}
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// Return the clipped polygon
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return outputPolygon;
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}
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#endif
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#endif
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