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-rw-r--r--tests/bullet/Extras/ConvexDecomposition/planetri.cpp238
1 files changed, 238 insertions, 0 deletions
diff --git a/tests/bullet/Extras/ConvexDecomposition/planetri.cpp b/tests/bullet/Extras/ConvexDecomposition/planetri.cpp
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+#include "float_math.h"
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+
+#include "planetri.h"
+
+/*----------------------------------------------------------------------
+ Copyright (c) 2004 Open Dynamics Framework Group
+ www.physicstools.org
+ All rights reserved.
+
+ Redistribution and use in source and binary forms, with or without modification, are permitted provided
+ that the following conditions are met:
+
+ Redistributions of source code must retain the above copyright notice, this list of conditions
+ and the following disclaimer.
+
+ Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+
+ Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
+ be used to endorse or promote products derived from this software without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
+ INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
+ IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
+ THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+-----------------------------------------------------------------------*/
+
+// http://codesuppository.blogspot.com
+//
+// mailto: jratcliff@infiniplex.net
+//
+// http://www.amillionpixels.us
+//
+
+static inline float DistToPt(const float *p,const float *plane)
+{
+ float x = p[0];
+ float y = p[1];
+ float z = p[2];
+ float d = x*plane[0] + y*plane[1] + z*plane[2] + plane[3];
+ return d;
+}
+
+
+static PlaneTriResult getSidePlane(const float *p,const float *plane,float epsilon)
+{
+
+ float d = DistToPt(p,plane);
+
+ if ( (d+epsilon) > 0 )
+ return PTR_FRONT; // it is 'in front' within the provided epsilon value.
+
+ return PTR_BACK;
+}
+
+static void add(const float *p,float *dest,unsigned int tstride,unsigned int &pcount)
+{
+ char *d = (char *) dest;
+ d = d + pcount*tstride;
+ dest = (float *) d;
+ dest[0] = p[0];
+ dest[1] = p[1];
+ dest[2] = p[2];
+ pcount++;
+ assert( pcount <= 4 );
+}
+
+
+// assumes that the points are on opposite sides of the plane!
+static void intersect(const float *p1,const float *p2,float *split,const float *plane)
+{
+
+ float dp1 = DistToPt(p1,plane);
+
+ float dir[3];
+
+ dir[0] = p2[0] - p1[0];
+ dir[1] = p2[1] - p1[1];
+ dir[2] = p2[2] - p1[2];
+
+ float dot1 = dir[0]*plane[0] + dir[1]*plane[1] + dir[2]*plane[2];
+ float dot2 = dp1 - plane[3];
+
+ float t = -(plane[3] + dot2 ) / dot1;
+
+ split[0] = (dir[0]*t)+p1[0];
+ split[1] = (dir[1]*t)+p1[1];
+ split[2] = (dir[2]*t)+p1[2];
+
+}
+
+PlaneTriResult planeTriIntersection(const float *plane, // the plane equation in Ax+By+Cz+D format
+ const float *triangle, // the source triangle.
+ unsigned int tstride, // stride in bytes of the input and output triangles
+ float epsilon, // the co-planer epsilon value.
+ float *front, // the triangle in front of the
+ unsigned int &fcount, // number of vertices in the 'front' triangle
+ float *back, // the triangle in back of the plane
+ unsigned int &bcount) // the number of vertices in the 'back' triangle.
+{
+ fcount = 0;
+ bcount = 0;
+
+ const char *tsource = (const char *) triangle;
+
+ // get the three vertices of the triangle.
+ const float *p1 = (const float *) (tsource);
+ const float *p2 = (const float *) (tsource+tstride);
+ const float *p3 = (const float *) (tsource+tstride*2);
+
+
+ PlaneTriResult r1 = getSidePlane(p1,plane,epsilon); // compute the side of the plane each vertex is on
+ PlaneTriResult r2 = getSidePlane(p2,plane,epsilon);
+ PlaneTriResult r3 = getSidePlane(p3,plane,epsilon);
+
+ if ( r1 == r2 && r1 == r3 ) // if all three vertices are on the same side of the plane.
+ {
+ if ( r1 == PTR_FRONT ) // if all three are in front of the plane, then copy to the 'front' output triangle.
+ {
+ add(p1,front,tstride,fcount);
+ add(p2,front,tstride,fcount);
+ add(p3,front,tstride,fcount);
+ }
+ else
+ {
+ add(p1,back,tstride,bcount); // if all three are in 'abck' then copy to the 'back' output triangle.
+ add(p2,back,tstride,bcount);
+ add(p3,back,tstride,bcount);
+ }
+ return r1; // if all three points are on the same side of the plane return result
+ }
+
+ // ok.. we need to split the triangle at the plane.
+
+ // First test ray segment P1 to P2
+ if ( r1 == r2 ) // if these are both on the same side...
+ {
+ if ( r1 == PTR_FRONT )
+ {
+ add( p1, front, tstride, fcount );
+ add( p2, front, tstride, fcount );
+ }
+ else
+ {
+ add( p1, back, tstride, bcount );
+ add( p2, back, tstride, bcount );
+ }
+ }
+ else
+ {
+ float split[3]; // split the point
+ intersect(p1,p2,split,plane);
+
+ if ( r1 == PTR_FRONT )
+ {
+
+ add(p1, front, tstride, fcount );
+ add(split, front, tstride, fcount );
+
+ add(split, back, tstride, bcount );
+ add(p2, back, tstride, bcount );
+
+ }
+ else
+ {
+ add(p1, back, tstride, bcount );
+ add(split, back, tstride, bcount );
+
+ add(split, front, tstride, fcount );
+ add(p2, front, tstride, fcount );
+ }
+
+ }
+
+ // Next test ray segment P2 to P3
+ if ( r2 == r3 ) // if these are both on the same side...
+ {
+ if ( r3 == PTR_FRONT )
+ {
+ add( p3, front, tstride, fcount );
+ }
+ else
+ {
+ add( p3, back, tstride, bcount );
+ }
+ }
+ else
+ {
+ float split[3]; // split the point
+ intersect(p2,p3,split,plane);
+
+ if ( r3 == PTR_FRONT )
+ {
+ add(split, front, tstride, fcount );
+ add(split, back, tstride, bcount );
+
+ add(p3, front, tstride, fcount );
+ }
+ else
+ {
+ add(split, front, tstride, fcount );
+ add(split, back, tstride, bcount );
+
+ add(p3, back, tstride, bcount );
+ }
+ }
+
+ // Next test ray segment P3 to P1
+ if ( r3 != r1 ) // if these are both on the same side...
+ {
+ float split[3]; // split the point
+
+ intersect(p3,p1,split,plane);
+
+ if ( r1 == PTR_FRONT )
+ {
+ add(split, front, tstride, fcount );
+ add(split, back, tstride, bcount );
+ }
+ else
+ {
+ add(split, front, tstride, fcount );
+ add(split, back, tstride, bcount );
+ }
+ }
+
+
+
+ return PTR_SPLIT;
+}