clray
changeset 59:eb97f9c92e1d
added the triangle clipping code, now I must actually use it...
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Sun, 12 Sep 2010 07:27:12 +0100 |
parents | 3d13924b22e6 |
children | 8c858e1a89e8 |
files | src/scene.cc |
diffstat | 1 files changed, 109 insertions(+), 34 deletions(-) [+] |
line diff
1.1 --- a/src/scene.cc Sun Sep 12 00:19:04 2010 +0100 1.2 +++ b/src/scene.cc Sun Sep 12 07:27:12 2010 +0100 1.3 @@ -1,10 +1,12 @@ 1.4 #include <stdlib.h> 1.5 +#include <string.h> 1.6 #include <math.h> 1.7 #include <float.h> 1.8 #include <assert.h> 1.9 #include <map> 1.10 #include "scene.h" 1.11 #include "ogl.h" 1.12 +#include "vector.h" 1.13 1.14 #define CHECK_AABB(aabb) \ 1.15 assert(aabb.max[0] >= aabb.min[0] && aabb.max[1] >= aabb.min[1] && aabb.max[2] >= aabb.min[2]) 1.16 @@ -20,7 +22,8 @@ 1.17 static float eval_cost(const Face *faces, const int *face_idx, int num_faces, const AABBox &aabb, int axis); 1.18 static void free_kdtree(KDNode *node); 1.19 static void print_item_counts(const KDNode *node, int level); 1.20 -static int split_face(const Face *inface, int axis, Face *face1, Face *face2); 1.21 +static int clip_face(const Face &inface, float splitpos, int axis, int sign, Face *faces); 1.22 +static float calc_sq_area(const Vector3 &a, const Vector3 &b, const Vector3 &c); 1.23 1.24 1.25 static int accel_param[NUM_ACCEL_PARAMS] = { 1.26 @@ -38,25 +41,6 @@ 1.27 } 1.28 1.29 1.30 -#define FEQ(a, b) (fabs((a) - (b)) < 1e-8) 1.31 -bool Face::operator ==(const Face &f) const 1.32 -{ 1.33 - for(int i=0; i<3; i++) { 1.34 - for(int j=0; j<3; j++) { 1.35 - if(!FEQ(v[i].pos[j], f.v[i].pos[j])) { 1.36 - return false; 1.37 - } 1.38 - if(!FEQ(v[i].normal[j], f.v[i].normal[j])) { 1.39 - return false; 1.40 - } 1.41 - } 1.42 - if(!FEQ(normal[i], f.normal[i])) { 1.43 - return false; 1.44 - } 1.45 - } 1.46 - return true; 1.47 -} 1.48 - 1.49 float AABBox::calc_surface_area() const 1.50 { 1.51 float area1 = (max[0] - min[0]) * (max[1] - min[1]); 1.52 @@ -590,31 +574,122 @@ 1.53 print_item_counts(node->left, level + 1); 1.54 print_item_counts(node->right, level + 1); 1.55 } 1.56 -/* 1.57 -#define SWAP(a, b, type) \ 1.58 + 1.59 +#define SGN(x) ((x) >= 0 ? 1 : -1) 1.60 +#define INSIDE(x) (SGN((x) - (splitpos)) == sign) 1.61 +#define OUTSIDE(x) (!INSIDE(x)) 1.62 + 1.63 +#define LERPV3(res, a, b, t) \ 1.64 do { \ 1.65 - type tmp = a; \ 1.66 - a = b; \ 1.67 - b = tmp; \ 1.68 + (res)[0] = (a)[0] + ((b)[0] - (a)[0]) * (t); \ 1.69 + (res)[1] = (a)[1] + ((b)[1] - (a)[1]) * (t); \ 1.70 + (res)[2] = (a)[2] + ((b)[2] - (a)[2]) * (t); \ 1.71 } while(0) 1.72 1.73 -static bool clip_face(const Face *inface, float splitpos, int axis, Face *face1, Face *face2) 1.74 +#define NORMALIZE(v) \ 1.75 + do { \ 1.76 + float mag = (float)sqrt((v)[0] * (v)[0] + (v)[1] * (v)[1] + (v)[2] * (v)[2]); \ 1.77 + (v)[0] /= mag; \ 1.78 + (v)[1] /= mag; \ 1.79 + (v)[2] /= mag; \ 1.80 + } while(0) 1.81 + 1.82 +static int clip_face(const Face &inface, float splitpos, int axis, int sign, Face *faces) 1.83 { 1.84 - assert(inface && face1 && face2); 1.85 - assert(inface != face1 && inface != face2); 1.86 assert(axis >= 0 && axis < 3); 1.87 1.88 std::vector<Vertex> verts; 1.89 + bool clipped = false; 1.90 1.91 - // find the edges that must be split 1.92 for(int i=0; i<3; i++) { 1.93 - verts.push_back(inface->v[i]); 1.94 + const Vertex *vstart = inface.v + i; 1.95 + const Vertex *vend = inface.v + ((i + 1) % 3); 1.96 1.97 - float start = inface->v[i].pos[axis]; 1.98 - float end = inface->v[(i + 1) % 3].pos[axis]; 1.99 + float start = vstart->pos[axis]; 1.100 + float end = vend->pos[axis]; 1.101 1.102 - if((splitpos >= start && splitpos < end) || (splitpos >= end && splitpos < start)) { 1.103 + if(OUTSIDE(start) && INSIDE(end)) { 1.104 + float t = (splitpos - start) / (end - start); 1.105 1.106 + Vertex newv; 1.107 + memset(&newv, 0, sizeof newv); 1.108 + LERPV3(newv.pos, vstart->pos, vend->pos, t); 1.109 + LERPV3(newv.normal, vstart->normal, vend->normal, t); 1.110 + LERPV3(newv.tex, vstart->tex, vend->tex, t); 1.111 + NORMALIZE(newv.normal); 1.112 + 1.113 + verts.push_back(newv); 1.114 + clipped = true; 1.115 + 1.116 + } else if(INSIDE(start) && INSIDE(end)) { 1.117 + verts.push_back(inface.v[i]); 1.118 + } else if(INSIDE(start) && OUTSIDE(end)) { 1.119 + verts.push_back(inface.v[i]); 1.120 + 1.121 + float t = (splitpos - start) / (end - start); 1.122 + 1.123 + Vertex newv; 1.124 + memset(&newv, 0, sizeof newv); 1.125 + LERPV3(newv.pos, vstart->pos, vend->pos, t); 1.126 + LERPV3(newv.normal, vstart->normal, vend->normal, t); 1.127 + LERPV3(newv.tex, vstart->tex, vend->tex, t); 1.128 + NORMALIZE(newv.normal); 1.129 + 1.130 + verts.push_back(newv); 1.131 + clipped = true; 1.132 } 1.133 } 1.134 -}*/ 1.135 + 1.136 + if(!clipped) { 1.137 + return 0; 1.138 + } 1.139 + 1.140 + assert(verts.size() < 5); 1.141 + bool quad = verts.size() > 3; 1.142 + 1.143 + if(!quad) { 1.144 + faces[0] = inface; 1.145 + faces[0].v[0] = verts[0]; 1.146 + faces[0].v[1] = verts[1]; 1.147 + faces[0].v[2] = verts[2]; 1.148 + return 1; 1.149 + } 1.150 + 1.151 + /* calculate triangle areas for both possible splits and pick the one 1.152 + * with the smallest absolute difference to avoid slivers. 1.153 + */ 1.154 + float area1, area2; 1.155 + 1.156 + area1 = calc_sq_area(verts[0].pos, verts[1].pos, verts[2].pos); 1.157 + area2 = calc_sq_area(verts[0].pos, verts[2].pos, verts[3].pos); 1.158 + float s1diff = fabs(area1 - area2); 1.159 + 1.160 + area1 = calc_sq_area(verts[0].pos, verts[1].pos, verts[3].pos); 1.161 + area2 = calc_sq_area(verts[1].pos, verts[2].pos, verts[3].pos); 1.162 + float s2diff = fabs(area1 - area2); 1.163 + 1.164 + faces[0] = faces[1] = inface; 1.165 + if(s1diff < s2diff) { 1.166 + faces[0].v[0] = verts[0]; 1.167 + faces[0].v[1] = verts[1]; 1.168 + faces[0].v[2] = verts[2]; 1.169 + faces[1].v[0] = verts[0]; 1.170 + faces[1].v[1] = verts[2]; 1.171 + faces[1].v[2] = verts[3]; 1.172 + } else { 1.173 + faces[0].v[0] = verts[0]; 1.174 + faces[0].v[1] = verts[1]; 1.175 + faces[0].v[2] = verts[3]; 1.176 + faces[1].v[0] = verts[1]; 1.177 + faces[1].v[1] = verts[2]; 1.178 + faces[1].v[2] = verts[3]; 1.179 + } 1.180 + return 2; 1.181 +} 1.182 + 1.183 +static float calc_sq_area(const Vector3 &a, const Vector3 &b, const Vector3 &c) 1.184 +{ 1.185 + Vector3 v1 = b - a; 1.186 + Vector3 v2 = c - a; 1.187 + return cross(v1, v2).lengthsq(); 1.188 +}