137 lines
5.8 KiB
C++
137 lines
5.8 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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// Libraries
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#include "EdgeEPA.h"
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#include "TriangleEPA.h"
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#include "TrianglesStore.h"
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#include <cassert>
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// We want to use the ReactPhysics3D namespace
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using namespace reactphysics3d;
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// Constructor
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EdgeEPA::EdgeEPA() {
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}
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// Constructor
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EdgeEPA::EdgeEPA(TriangleEPA* ownerTriangle, int index)
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: mOwnerTriangle(ownerTriangle), mIndex(index) {
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assert(index >= 0 && index < 3);
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}
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// Copy-constructor
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EdgeEPA::EdgeEPA(const EdgeEPA& edge) {
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mOwnerTriangle = edge.mOwnerTriangle;
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mIndex = edge.mIndex;
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}
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// Destructor
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EdgeEPA::~EdgeEPA() {
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}
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// Return the index of the source vertex of the edge (vertex starting the edge)
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uint EdgeEPA::getSourceVertexIndex() const {
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return (*mOwnerTriangle)[mIndex];
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}
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// Return the index of the target vertex of the edge (vertex ending the edge)
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uint EdgeEPA::getTargetVertexIndex() const {
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return (*mOwnerTriangle)[indexOfNextCounterClockwiseEdge(mIndex)];
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}
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// Execute the recursive silhouette algorithm from this edge
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bool EdgeEPA::computeSilhouette(const Vector3* vertices, uint indexNewVertex,
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TrianglesStore& triangleStore) {
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// If the edge has not already been visited
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if (!mOwnerTriangle->getIsObsolete()) {
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// If the triangle of this edge is not visible from the given point
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if (!mOwnerTriangle->isVisibleFromVertex(vertices, indexNewVertex)) {
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TriangleEPA* triangle = triangleStore.newTriangle(vertices, indexNewVertex,
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getTargetVertexIndex(),
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getSourceVertexIndex());
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// If the triangle has been created
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if (triangle != nullptr) {
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halfLink(EdgeEPA(triangle, 1), *this);
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return true;
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}
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return false;
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}
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else {
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// The current triangle is visible and therefore obsolete
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mOwnerTriangle->setIsObsolete(true);
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int backup = triangleStore.getNbTriangles();
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if(!mOwnerTriangle->getAdjacentEdge(indexOfNextCounterClockwiseEdge(
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this->mIndex)).computeSilhouette(vertices,
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indexNewVertex,
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triangleStore)) {
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mOwnerTriangle->setIsObsolete(false);
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TriangleEPA* triangle = triangleStore.newTriangle(vertices, indexNewVertex,
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getTargetVertexIndex(),
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getSourceVertexIndex());
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// If the triangle has been created
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if (triangle != nullptr) {
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halfLink(EdgeEPA(triangle, 1), *this);
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return true;
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}
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return false;
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}
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else if (!mOwnerTriangle->getAdjacentEdge(indexOfPreviousCounterClockwiseEdge(
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this->mIndex)).computeSilhouette(vertices,
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indexNewVertex,
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triangleStore)) {
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mOwnerTriangle->setIsObsolete(false);
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triangleStore.setNbTriangles(backup);
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TriangleEPA* triangle = triangleStore.newTriangle(vertices, indexNewVertex,
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getTargetVertexIndex(),
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getSourceVertexIndex());
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if (triangle != nullptr) {
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halfLink(EdgeEPA(triangle, 1), *this);
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return true;
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}
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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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