1 | #include <math.h>
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2 | #include "lwPolygon.h"
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3 | #include "BitArray.h"
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4 |
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5 | const float epsilon = 0.001F; // error margin
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6 |
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7 | void lwPolygon::flip(void)
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8 | {
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9 | vvertices flipvertices;
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10 | flipvertices.reserve(vertices.size());
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11 | vvertices::reverse_iterator i = vertices.rbegin();
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12 | vvertices::reverse_iterator end = vertices.rend();
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13 | for(; i!=end ; ++i)
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14 | flipvertices.push_back(*i);
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15 | vertices = flipvertices;
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16 | }
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17 |
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18 | lwPolygon *lwPolygon::makeTriangle(long ia, long ib, long ic)
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19 | {
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20 | lwPolygon *triangle = new lwPolygon(*this);
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21 |
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22 | triangle->vertices.push_back(new lwVertex(*vertices[ia]));
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23 | triangle->vertices.push_back(new lwVertex(*vertices[ib]));
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24 | triangle->vertices.push_back(new lwVertex(*vertices[ic]));
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25 |
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26 | return triangle;
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27 | }
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28 |
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29 | Vector3 &lwPolygon::calculateNormal()
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30 | {
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31 | if ( vertices.size() < 3 ) return normal;
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32 |
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33 | Point3 *p1 = vertices[ 0 ]->point;
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34 | Point3 *p2 = vertices[ 1 ]->point;
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35 | Point3 *pn = vertices[vertices.size() - 1]->point;
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36 |
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37 | normal = (*p2 - *p1).crossProduct(*pn - *p1);
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38 | normal.normalise();
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39 |
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40 | return normal;
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41 | }
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42 |
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43 | vpolygons lwPolygon::triangulate()
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44 | {
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45 | vpolygons triangles;
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46 |
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47 | BitArray active(vertices.size(), true); // vertex part of polygon ?
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48 |
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49 | long vertexCount = vertices.size();
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50 |
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51 | long triangleCount = 0;
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52 | long start = 0;
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53 |
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54 | long p1 = 0;
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55 | long p2 = 1;
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56 | long m1 = vertexCount - 1;
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57 | long m2 = vertexCount - 2;
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58 |
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59 | bool lastPositive = false;
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60 | for (;;)
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61 | {
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62 | if (p2 == m2)
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63 | {
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64 | triangles.push_back(makeTriangle(m1, p1, p2));
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65 | break;
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66 | }
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67 |
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68 | const Point3 vp1 = *vertices[p1]->point;
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69 | const Point3 vp2 = *vertices[p2]->point;
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70 | const Point3 vm1 = *vertices[m1]->point;
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71 | const Point3 vm2 = *vertices[m2]->point;
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72 |
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73 | bool positive = false;
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74 | bool negative = false;
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75 |
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76 | Vector3 n1 = normal.crossProduct((vm1 - vp2).normalise());
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77 | if (n1.dotProduct(vp1 - vp2) > epsilon)
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78 | {
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79 | positive = true;
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80 |
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81 | Vector3 n2 = normal.crossProduct((vp1 - vm1).normalise());
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82 | Vector3 n3 = normal.crossProduct((vp2 - vp1).normalise());
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83 |
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84 | for (long a = 0; a < vertexCount; a++)
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85 | {
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86 | if ((a != p1) && (a != p2) && (a != m1) && active.bitSet(a))
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87 | {
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88 | const Point3 v = *vertices[a]->point;
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89 | if (n1.dotProduct((v - vp2).normalise()) > -epsilon && n2.dotProduct((v - vm1).normalise()) > -epsilon && n3.dotProduct((v - vp1).normalise()) > -epsilon)
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90 | {
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91 | positive = false;
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92 | break;
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93 | }
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94 | }
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95 | }
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96 | }
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97 |
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98 | n1 = normal.crossProduct((vm2 - vp1).normalise());
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99 | if (n1.dotProduct(vm1 - vp1) > epsilon)
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100 | {
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101 | negative = true;
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102 |
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103 | Vector3 n2 = normal.crossProduct((vm1 - vm2).normalise());
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104 | Vector3 n3 = normal.crossProduct((vp1 - vm1).normalise());
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105 |
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106 | for (long a = 0; a < vertexCount; a++)
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107 | {
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108 | if ((a != m1) && (a != m2) && (a != p1) && active.bitSet(a))
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109 | {
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110 | const Point3 v = *vertices[a]->point;
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111 | if (n1.dotProduct((v - vp1).normalise()) > -epsilon && n2.dotProduct((v - vm2).normalise()) > -epsilon && n3.dotProduct((v - vm1).normalise()) > -epsilon)
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112 | {
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113 | negative = false;
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114 | break;
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115 | }
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116 | }
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117 | }
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118 | }
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119 |
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120 | if ((positive) && (negative))
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121 | {
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122 | float pd = (vp2 - vm1).normalise().dotProduct((vm2 - vm1).normalise());
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123 | float md = (vm2 - vp1).normalise().dotProduct((vp2 - vp1).normalise());
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124 |
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125 | if (fabs(pd - md) < epsilon)
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126 | {
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127 | if (lastPositive) positive = false;
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128 | else negative = false;
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129 | }
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130 | else
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131 | {
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132 | if (pd < md) negative = false;
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133 | else positive = false;
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134 | }
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135 | }
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136 |
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137 | if (positive)
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138 | {
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139 | active.clearBit(p1);
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140 | triangles.push_back(makeTriangle(m1, p1, p2));
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141 |
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142 | p1 = active.getNextSet(p1);
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143 | p2 = active.getNextSet(p2);
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144 |
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145 | lastPositive = true;
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146 | start = -1;
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147 | }
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148 | else if (negative)
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149 | {
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150 | active.clearBit(m1);
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151 | triangles.push_back(makeTriangle(m2, m1, p1));
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152 |
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153 | m1 = active.getPreviousSet(m1);
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154 | m2 = active.getPreviousSet(m2);
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155 |
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156 | lastPositive = false;
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157 | start = -1;
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158 | }
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159 | else
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160 | {
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161 | if (start == -1) start = p2;
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162 | else if (p2 == start) break;
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163 |
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164 | m2 = m1;
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165 | m1 = p1;
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166 | p1 = p2;
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167 | p2 = active.getNextSet(p2);
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168 | }
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169 | }
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170 |
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171 | return triangles;
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172 | }
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