| 1 | /**************************************************************************/ |
| 2 | /* face3.h */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #ifndef FACE3_H |
| 32 | #define FACE3_H |
| 33 | |
| 34 | #include "core/math/aabb.h" |
| 35 | #include "core/math/plane.h" |
| 36 | #include "core/math/transform_3d.h" |
| 37 | #include "core/math/vector3.h" |
| 38 | |
| 39 | struct _NO_DISCARD_ Face3 { |
| 40 | enum Side { |
| 41 | SIDE_OVER, |
| 42 | SIDE_UNDER, |
| 43 | SIDE_SPANNING, |
| 44 | SIDE_COPLANAR |
| 45 | }; |
| 46 | |
| 47 | Vector3 vertex[3]; |
| 48 | |
| 49 | /** |
| 50 | * @param p_plane plane used to split the face |
| 51 | * @param p_res array of at least 3 faces, amount used in function return |
| 52 | * @param p_is_point_over array of at least 3 booleans, determining which face is over the plane, amount used in function return |
| 53 | * @return amount of faces generated by the split, either 0 (means no split possible), 2 or 3 |
| 54 | */ |
| 55 | int split_by_plane(const Plane &p_plane, Face3 *p_res, bool *p_is_point_over) const; |
| 56 | |
| 57 | Plane get_plane(ClockDirection p_dir = CLOCKWISE) const; |
| 58 | Vector3 get_random_point_inside() const; |
| 59 | |
| 60 | bool is_degenerate() const; |
| 61 | real_t get_area() const; |
| 62 | |
| 63 | Vector3 get_closest_point_to(const Vector3 &p_point) const; |
| 64 | |
| 65 | bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection = nullptr) const; |
| 66 | bool intersects_segment(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection = nullptr) const; |
| 67 | |
| 68 | void get_support(const Vector3 &p_normal, const Transform3D &p_transform, Vector3 *p_vertices, int *p_count, int p_max) const; |
| 69 | void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const; |
| 70 | |
| 71 | AABB get_aabb() const { |
| 72 | AABB aabb(vertex[0], Vector3()); |
| 73 | aabb.expand_to(vertex[1]); |
| 74 | aabb.expand_to(vertex[2]); |
| 75 | return aabb; |
| 76 | } |
| 77 | |
| 78 | bool intersects_aabb(const AABB &p_aabb) const; |
| 79 | _FORCE_INLINE_ bool intersects_aabb2(const AABB &p_aabb) const; |
| 80 | operator String() const; |
| 81 | |
| 82 | inline Face3() {} |
| 83 | inline Face3(const Vector3 &p_v1, const Vector3 &p_v2, const Vector3 &p_v3) { |
| 84 | vertex[0] = p_v1; |
| 85 | vertex[1] = p_v2; |
| 86 | vertex[2] = p_v3; |
| 87 | } |
| 88 | }; |
| 89 | |
| 90 | bool Face3::intersects_aabb2(const AABB &p_aabb) const { |
| 91 | Vector3 perp = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]); |
| 92 | |
| 93 | Vector3 half_extents = p_aabb.size * 0.5f; |
| 94 | Vector3 ofs = p_aabb.position + half_extents; |
| 95 | |
| 96 | Vector3 sup = Vector3( |
| 97 | (perp.x > 0) ? -half_extents.x : half_extents.x, |
| 98 | (perp.y > 0) ? -half_extents.y : half_extents.y, |
| 99 | (perp.z > 0) ? -half_extents.z : half_extents.z); |
| 100 | |
| 101 | real_t d = perp.dot(vertex[0]); |
| 102 | real_t dist_a = perp.dot(ofs + sup) - d; |
| 103 | real_t dist_b = perp.dot(ofs - sup) - d; |
| 104 | |
| 105 | if (dist_a * dist_b > 0) { |
| 106 | return false; //does not intersect the plane |
| 107 | } |
| 108 | |
| 109 | #define TEST_AXIS(m_ax) \ |
| 110 | { \ |
| 111 | real_t aabb_min = p_aabb.position.m_ax; \ |
| 112 | real_t aabb_max = p_aabb.position.m_ax + p_aabb.size.m_ax; \ |
| 113 | real_t tri_min, tri_max; \ |
| 114 | for (int i = 0; i < 3; i++) { \ |
| 115 | if (i == 0 || vertex[i].m_ax > tri_max) \ |
| 116 | tri_max = vertex[i].m_ax; \ |
| 117 | if (i == 0 || vertex[i].m_ax < tri_min) \ |
| 118 | tri_min = vertex[i].m_ax; \ |
| 119 | } \ |
| 120 | \ |
| 121 | if (tri_max < aabb_min || aabb_max < tri_min) \ |
| 122 | return false; \ |
| 123 | } |
| 124 | |
| 125 | TEST_AXIS(x); |
| 126 | TEST_AXIS(y); |
| 127 | TEST_AXIS(z); |
| 128 | |
| 129 | #undef TEST_AXIS |
| 130 | |
| 131 | const Vector3 edge_norms[3] = { |
| 132 | vertex[0] - vertex[1], |
| 133 | vertex[1] - vertex[2], |
| 134 | vertex[2] - vertex[0], |
| 135 | }; |
| 136 | |
| 137 | for (int i = 0; i < 12; i++) { |
| 138 | Vector3 from, to; |
| 139 | switch (i) { |
| 140 | case 0: { |
| 141 | from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z); |
| 142 | to = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z); |
| 143 | } break; |
| 144 | case 1: { |
| 145 | from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z); |
| 146 | to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z); |
| 147 | } break; |
| 148 | case 2: { |
| 149 | from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z); |
| 150 | to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z); |
| 151 | |
| 152 | } break; |
| 153 | case 3: { |
| 154 | from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z); |
| 155 | to = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z); |
| 156 | |
| 157 | } break; |
| 158 | case 4: { |
| 159 | from = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z); |
| 160 | to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z); |
| 161 | } break; |
| 162 | case 5: { |
| 163 | from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z); |
| 164 | to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z); |
| 165 | } break; |
| 166 | case 6: { |
| 167 | from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z); |
| 168 | to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z); |
| 169 | |
| 170 | } break; |
| 171 | case 7: { |
| 172 | from = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z); |
| 173 | to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z); |
| 174 | |
| 175 | } break; |
| 176 | case 8: { |
| 177 | from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z); |
| 178 | to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z); |
| 179 | |
| 180 | } break; |
| 181 | case 9: { |
| 182 | from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z); |
| 183 | to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z); |
| 184 | |
| 185 | } break; |
| 186 | case 10: { |
| 187 | from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z); |
| 188 | to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z); |
| 189 | |
| 190 | } break; |
| 191 | case 11: { |
| 192 | from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z); |
| 193 | to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z); |
| 194 | |
| 195 | } break; |
| 196 | } |
| 197 | |
| 198 | Vector3 e1 = from - to; |
| 199 | for (int j = 0; j < 3; j++) { |
| 200 | Vector3 e2 = edge_norms[j]; |
| 201 | |
| 202 | Vector3 axis = vec3_cross(e1, e2); |
| 203 | |
| 204 | if (axis.length_squared() < 0.0001f) { |
| 205 | continue; // coplanar |
| 206 | } |
| 207 | //axis.normalize(); |
| 208 | |
| 209 | Vector3 sup2 = Vector3( |
| 210 | (axis.x > 0) ? -half_extents.x : half_extents.x, |
| 211 | (axis.y > 0) ? -half_extents.y : half_extents.y, |
| 212 | (axis.z > 0) ? -half_extents.z : half_extents.z); |
| 213 | |
| 214 | real_t maxB = axis.dot(ofs + sup2); |
| 215 | real_t minB = axis.dot(ofs - sup2); |
| 216 | if (minB > maxB) { |
| 217 | SWAP(maxB, minB); |
| 218 | } |
| 219 | |
| 220 | real_t minT = 1e20, maxT = -1e20; |
| 221 | for (int k = 0; k < 3; k++) { |
| 222 | real_t vert_d = axis.dot(vertex[k]); |
| 223 | |
| 224 | if (vert_d > maxT) { |
| 225 | maxT = vert_d; |
| 226 | } |
| 227 | |
| 228 | if (vert_d < minT) { |
| 229 | minT = vert_d; |
| 230 | } |
| 231 | } |
| 232 | |
| 233 | if (maxB < minT || maxT < minB) { |
| 234 | return false; |
| 235 | } |
| 236 | } |
| 237 | } |
| 238 | return true; |
| 239 | } |
| 240 | |
| 241 | #endif // FACE3_H |
| 242 | |