[774] | 1 | #include <gfx/std.h>
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| 2 | #include <gfx/math/random.h>
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| 3 | #include <gfx/geom/3D.h>
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| 4 |
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[1025] | 5 | using namespace simplif;
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[774] | 6 |
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| 7 | Vec3 randomPoint(const Vec3& v1, const Vec3& v2)
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| 8 | {
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| 9 | real a = random1();
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| 10 |
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| 11 | return a*v1 + (1-a)*v2;
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| 12 | }
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| 13 |
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| 14 | Vec3 randomPoint(const Vec3& v1, const Vec3& v2, const Vec3& v3)
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| 15 | {
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| 16 | real b1 = 1 - sqrt( 1-random1() );
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| 17 | real b2 = (1-b1) * random1();
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| 18 | real b3 = 1 - b1 - b2;
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| 19 |
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| 20 | return b1*v1 + b2*v2 + b3*v3;
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| 21 | }
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| 22 |
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[1025] | 23 | real simplif::triangleArea(const Vec3& v1, const Vec3& v2, const Vec3& v3)
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[774] | 24 | {
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| 25 | Vec3 a = v2 - v1;
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| 26 | Vec3 b = v3 - v1;
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| 27 |
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| 28 | return 0.5 * length(a ^ b);
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| 29 | }
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| 30 |
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| 31 | #define ROOT3 1.732050807568877
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| 32 | #define FOUR_ROOT3 6.928203230275509
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| 33 |
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| 34 | real triangleCompactness(const Vec3& v1, const Vec3& v2, const Vec3& v3)
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| 35 | {
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| 36 | real L1 = norm2(v2-v1);
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| 37 | real L2 = norm2(v3-v2);
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| 38 | real L3 = norm2(v1-v3);
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| 39 |
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[1025] | 40 | return FOUR_ROOT3 * simplif::triangleArea(v1,v2,v3) / (L1+L2+L3);
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[774] | 41 | }
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| 42 |
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| 43 |
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| 44 |
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| 45 | ////////////////////////////////////////////////////////////////////////.
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| 46 | //
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| 47 | // class: Bounds
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| 48 | //
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| 49 |
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| 50 | void Bounds::reset()
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| 51 | {
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| 52 | min[X] = min[Y] = min[Z] = HUGE;
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| 53 | max[X] = max[Y] = max[Z] = -HUGE;
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| 54 |
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| 55 | center[X] = center[Y] = center[Z] = 0.0;
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| 56 | radius = 0.0;
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| 57 |
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| 58 | points = 0;
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| 59 | }
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| 60 |
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| 61 | void Bounds::addPoint(const Vec3& v)
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| 62 | {
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| 63 | if( v[X] < min[X] ) min[X] = v[X];
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| 64 | if( v[Y] < min[Y] ) min[Y] = v[Y];
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| 65 | if( v[Z] < min[Z] ) min[Z] = v[Z];
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| 66 |
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| 67 | if( v[X] > max[X] ) max[X] = v[X];
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| 68 | if( v[Y] > max[Y] ) max[Y] = v[Y];
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| 69 | if( v[Z] > max[Z] ) max[Z] = v[Z];
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| 70 |
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| 71 |
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| 72 | center += v;
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| 73 |
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| 74 | points++;
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| 75 | }
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| 76 |
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| 77 | void Bounds::complete()
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| 78 | {
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| 79 | center /= (real)points;
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| 80 |
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| 81 | Vec3 R1 = max-center;
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| 82 | Vec3 R2 = min-center;
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| 83 |
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| 84 | radius = MAX(length(R1), length(R2));
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| 85 | }
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| 86 |
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| 87 | ////////////////////////////////////////////////////////////////////////
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| 88 | //
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| 89 | // class: Plane
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| 90 | //
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| 91 |
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| 92 | void Plane::calcFrom(const Vec3& p1, const Vec3& p2, const Vec3& p3)
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| 93 | {
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| 94 | Vec3 v1 = p2-p1;
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| 95 | Vec3 v2 = p3-p1;
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| 96 |
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| 97 | n = v1 ^ v2;
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| 98 | unitize(n);
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| 99 |
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| 100 | d = -n*p1;
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| 101 | }
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| 102 |
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| 103 | void Plane::calcFrom(const array<Vec3>& verts)
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| 104 | {
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| 105 | n[X] = n[Y] = n[Z] = 0.0;
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| 106 |
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| 107 | int i;
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| 108 | for(i=0; i<verts.length()-1; i++)
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| 109 | {
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| 110 | const Vec3& cur = verts[i];
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| 111 | const Vec3& next = verts[i+1];
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| 112 |
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| 113 | n[X] += (cur[Y] - next[Y]) * (cur[Z] + next[Z]);
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| 114 | n[Y] += (cur[Z] - next[Z]) * (cur[X] + next[X]);
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| 115 | n[Z] += (cur[X] - next[X]) * (cur[Y] + next[Y]);
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| 116 | }
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| 117 |
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| 118 | const Vec3& cur = verts[verts.length()-1];
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| 119 | const Vec3& next = verts[0];
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| 120 | n[X] += (cur[Y] - next[Y]) * (cur[Z] + next[Z]);
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| 121 | n[Y] += (cur[Z] - next[Z]) * (cur[X] + next[X]);
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| 122 | n[Z] += (cur[X] - next[X]) * (cur[Y] + next[Y]);
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| 123 |
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| 124 | unitize(n);
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| 125 |
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| 126 | d = -n*verts[0];
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| 127 | }
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| 128 |
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| 129 |
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| 130 |
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| 131 | ////////////////////////////////////////////////////////////////////////
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| 132 | //
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| 133 | // class: Face3
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| 134 | //
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| 135 |
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| 136 | real Face3::area()
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| 137 | {
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| 138 | return triangleArea(vertexPos(0),vertexPos(1),vertexPos(2));
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| 139 | }
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| 140 |
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| 141 |
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| 142 | //
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| 143 | // Use Anoop's distance code
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| 144 | //
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| 145 |
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| 146 | extern real __gfx_hoppe_dist(const Face3& f, const Vec3& v);
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| 147 |
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| 148 | real Face3::distTo(const Vec3& v) const
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| 149 | {
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| 150 | return __gfx_hoppe_dist(*this, v);
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| 151 | }
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