reactphysics3d/src/collision/narrowphase/EPA/EdgeEPA.cpp
2016-05-15 19:25:58 +02:00

137 lines
5.8 KiB
C++

/********************************************************************************
* ReactPhysics3D physics library, http://www.reactphysics3d.com *
* Copyright (c) 2010-2016 Daniel Chappuis *
*********************************************************************************
* *
* This software is provided 'as-is', without any express or implied warranty. *
* In no event will the authors be held liable for any damages arising from the *
* use of this software. *
* *
* Permission is granted to anyone to use this software for any purpose, *
* including commercial applications, and to alter it and redistribute it *
* freely, subject to the following restrictions: *
* *
* 1. The origin of this software must not be misrepresented; you must not claim *
* that you wrote the original software. If you use this software in a *
* product, an acknowledgment in the product documentation would be *
* appreciated but is not required. *
* *
* 2. Altered source versions must be plainly marked as such, and must not be *
* misrepresented as being the original software. *
* *
* 3. This notice may not be removed or altered from any source distribution. *
* *
********************************************************************************/
// Libraries
#include "EdgeEPA.h"
#include "TriangleEPA.h"
#include "TrianglesStore.h"
#include <cassert>
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
EdgeEPA::EdgeEPA() {
}
// Constructor
EdgeEPA::EdgeEPA(TriangleEPA* ownerTriangle, int index)
: mOwnerTriangle(ownerTriangle), mIndex(index) {
assert(index >= 0 && index < 3);
}
// Copy-constructor
EdgeEPA::EdgeEPA(const EdgeEPA& edge) {
mOwnerTriangle = edge.mOwnerTriangle;
mIndex = edge.mIndex;
}
// Destructor
EdgeEPA::~EdgeEPA() {
}
// Return the index of the source vertex of the edge (vertex starting the edge)
uint EdgeEPA::getSourceVertexIndex() const {
return (*mOwnerTriangle)[mIndex];
}
// Return the index of the target vertex of the edge (vertex ending the edge)
uint EdgeEPA::getTargetVertexIndex() const {
return (*mOwnerTriangle)[indexOfNextCounterClockwiseEdge(mIndex)];
}
// Execute the recursive silhouette algorithm from this edge
bool EdgeEPA::computeSilhouette(const Vector3* vertices, uint indexNewVertex,
TrianglesStore& triangleStore) {
// If the edge has not already been visited
if (!mOwnerTriangle->getIsObsolete()) {
// If the triangle of this edge is not visible from the given point
if (!mOwnerTriangle->isVisibleFromVertex(vertices, indexNewVertex)) {
TriangleEPA* triangle = triangleStore.newTriangle(vertices, indexNewVertex,
getTargetVertexIndex(),
getSourceVertexIndex());
// If the triangle has been created
if (triangle != nullptr) {
halfLink(EdgeEPA(triangle, 1), *this);
return true;
}
return false;
}
else {
// The current triangle is visible and therefore obsolete
mOwnerTriangle->setIsObsolete(true);
int backup = triangleStore.getNbTriangles();
if(!mOwnerTriangle->getAdjacentEdge(indexOfNextCounterClockwiseEdge(
this->mIndex)).computeSilhouette(vertices,
indexNewVertex,
triangleStore)) {
mOwnerTriangle->setIsObsolete(false);
TriangleEPA* triangle = triangleStore.newTriangle(vertices, indexNewVertex,
getTargetVertexIndex(),
getSourceVertexIndex());
// If the triangle has been created
if (triangle != nullptr) {
halfLink(EdgeEPA(triangle, 1), *this);
return true;
}
return false;
}
else if (!mOwnerTriangle->getAdjacentEdge(indexOfPreviousCounterClockwiseEdge(
this->mIndex)).computeSilhouette(vertices,
indexNewVertex,
triangleStore)) {
mOwnerTriangle->setIsObsolete(false);
triangleStore.setNbTriangles(backup);
TriangleEPA* triangle = triangleStore.newTriangle(vertices, indexNewVertex,
getTargetVertexIndex(),
getSourceVertexIndex());
if (triangle != nullptr) {
halfLink(EdgeEPA(triangle, 1), *this);
return true;
}
return false;
}
}
}
return true;
}