1 /*
2 Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans  http://continuousphysics.com/Bullet/
3 
4 This software is provided 'as-is', without any express or implied warranty.
5 In no event will the authors be held liable for any damages arising from the use of this software.
6 Permission is granted to anyone to use this software for any purpose,
7 including commercial applications, and to alter it and redistribute it freely,
8 subject to the following restrictions:
9 
10 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
11 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
12 3. This notice may not be removed or altered from any source distribution.
13 */
14 
15 #include "b3GeometryUtil.h"
16 
17 /*
18   Make sure this dummy function never changes so that it
19   can be used by probes that are checking whether the
20   library is actually installed.
21 */
22 extern "C"
23 {
24 	void b3BulletMathProbe();
25 
b3BulletMathProbe()26 	void b3BulletMathProbe() {}
27 }
28 
isPointInsidePlanes(const b3AlignedObjectArray<b3Vector3> & planeEquations,const b3Vector3 & point,b3Scalar margin)29 bool b3GeometryUtil::isPointInsidePlanes(const b3AlignedObjectArray<b3Vector3>& planeEquations, const b3Vector3& point, b3Scalar margin)
30 {
31 	int numbrushes = planeEquations.size();
32 	for (int i = 0; i < numbrushes; i++)
33 	{
34 		const b3Vector3& N1 = planeEquations[i];
35 		b3Scalar dist = b3Scalar(N1.dot(point)) + b3Scalar(N1[3]) - margin;
36 		if (dist > b3Scalar(0.))
37 		{
38 			return false;
39 		}
40 	}
41 	return true;
42 }
43 
areVerticesBehindPlane(const b3Vector3 & planeNormal,const b3AlignedObjectArray<b3Vector3> & vertices,b3Scalar margin)44 bool b3GeometryUtil::areVerticesBehindPlane(const b3Vector3& planeNormal, const b3AlignedObjectArray<b3Vector3>& vertices, b3Scalar margin)
45 {
46 	int numvertices = vertices.size();
47 	for (int i = 0; i < numvertices; i++)
48 	{
49 		const b3Vector3& N1 = vertices[i];
50 		b3Scalar dist = b3Scalar(planeNormal.dot(N1)) + b3Scalar(planeNormal[3]) - margin;
51 		if (dist > b3Scalar(0.))
52 		{
53 			return false;
54 		}
55 	}
56 	return true;
57 }
58 
59 bool notExist(const b3Vector3& planeEquation, const b3AlignedObjectArray<b3Vector3>& planeEquations);
60 
notExist(const b3Vector3 & planeEquation,const b3AlignedObjectArray<b3Vector3> & planeEquations)61 bool notExist(const b3Vector3& planeEquation, const b3AlignedObjectArray<b3Vector3>& planeEquations)
62 {
63 	int numbrushes = planeEquations.size();
64 	for (int i = 0; i < numbrushes; i++)
65 	{
66 		const b3Vector3& N1 = planeEquations[i];
67 		if (planeEquation.dot(N1) > b3Scalar(0.999))
68 		{
69 			return false;
70 		}
71 	}
72 	return true;
73 }
74 
getPlaneEquationsFromVertices(b3AlignedObjectArray<b3Vector3> & vertices,b3AlignedObjectArray<b3Vector3> & planeEquationsOut)75 void b3GeometryUtil::getPlaneEquationsFromVertices(b3AlignedObjectArray<b3Vector3>& vertices, b3AlignedObjectArray<b3Vector3>& planeEquationsOut)
76 {
77 	const int numvertices = vertices.size();
78 	// brute force:
79 	for (int i = 0; i < numvertices; i++)
80 	{
81 		const b3Vector3& N1 = vertices[i];
82 
83 		for (int j = i + 1; j < numvertices; j++)
84 		{
85 			const b3Vector3& N2 = vertices[j];
86 
87 			for (int k = j + 1; k < numvertices; k++)
88 			{
89 				const b3Vector3& N3 = vertices[k];
90 
91 				b3Vector3 planeEquation, edge0, edge1;
92 				edge0 = N2 - N1;
93 				edge1 = N3 - N1;
94 				b3Scalar normalSign = b3Scalar(1.);
95 				for (int ww = 0; ww < 2; ww++)
96 				{
97 					planeEquation = normalSign * edge0.cross(edge1);
98 					if (planeEquation.length2() > b3Scalar(0.0001))
99 					{
100 						planeEquation.normalize();
101 						if (notExist(planeEquation, planeEquationsOut))
102 						{
103 							planeEquation[3] = -planeEquation.dot(N1);
104 
105 							//check if inside, and replace supportingVertexOut if needed
106 							if (areVerticesBehindPlane(planeEquation, vertices, b3Scalar(0.01)))
107 							{
108 								planeEquationsOut.push_back(planeEquation);
109 							}
110 						}
111 					}
112 					normalSign = b3Scalar(-1.);
113 				}
114 			}
115 		}
116 	}
117 }
118 
getVerticesFromPlaneEquations(const b3AlignedObjectArray<b3Vector3> & planeEquations,b3AlignedObjectArray<b3Vector3> & verticesOut)119 void b3GeometryUtil::getVerticesFromPlaneEquations(const b3AlignedObjectArray<b3Vector3>& planeEquations, b3AlignedObjectArray<b3Vector3>& verticesOut)
120 {
121 	const int numbrushes = planeEquations.size();
122 	// brute force:
123 	for (int i = 0; i < numbrushes; i++)
124 	{
125 		const b3Vector3& N1 = planeEquations[i];
126 
127 		for (int j = i + 1; j < numbrushes; j++)
128 		{
129 			const b3Vector3& N2 = planeEquations[j];
130 
131 			for (int k = j + 1; k < numbrushes; k++)
132 			{
133 				const b3Vector3& N3 = planeEquations[k];
134 
135 				b3Vector3 n2n3;
136 				n2n3 = N2.cross(N3);
137 				b3Vector3 n3n1;
138 				n3n1 = N3.cross(N1);
139 				b3Vector3 n1n2;
140 				n1n2 = N1.cross(N2);
141 
142 				if ((n2n3.length2() > b3Scalar(0.0001)) &&
143 					(n3n1.length2() > b3Scalar(0.0001)) &&
144 					(n1n2.length2() > b3Scalar(0.0001)))
145 				{
146 					//point P out of 3 plane equations:
147 
148 					//	d1 ( N2 * N3 ) + d2 ( N3 * N1 ) + d3 ( N1 * N2 )
149 					//P =  -------------------------------------------------------------------------
150 					//   N1 . ( N2 * N3 )
151 
152 					b3Scalar quotient = (N1.dot(n2n3));
153 					if (b3Fabs(quotient) > b3Scalar(0.000001))
154 					{
155 						quotient = b3Scalar(-1.) / quotient;
156 						n2n3 *= N1[3];
157 						n3n1 *= N2[3];
158 						n1n2 *= N3[3];
159 						b3Vector3 potentialVertex = n2n3;
160 						potentialVertex += n3n1;
161 						potentialVertex += n1n2;
162 						potentialVertex *= quotient;
163 
164 						//check if inside, and replace supportingVertexOut if needed
165 						if (isPointInsidePlanes(planeEquations, potentialVertex, b3Scalar(0.01)))
166 						{
167 							verticesOut.push_back(potentialVertex);
168 						}
169 					}
170 				}
171 			}
172 		}
173 	}
174 }
175