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Copyright (C) 1998 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_POLY3D_H__
#define __CS_POLY3D_H__
/**\file
* General 3D polygon.
*/
/**
* \addtogroup geom_utils
* @{ */
#include "csextern.h"
#include "csgeom/plane3.h"
#include "csgeom/vector3.h"
#include "csutil/dirtyaccessarray.h"
class csPoly2D;
/// Values returned by csPoly3D::Classify.
enum
{
/// Poly is on same plane
CS_POL_SAME_PLANE = 0,
/// Poly is completely in front of the given plane
CS_POL_FRONT = 1,
/// Poly is completely back of the given plane
CS_POL_BACK = 2,
/// Poly intersects with plane
CS_POL_SPLIT_NEEDED = 3
};
/**
* The following class represents a general 3D polygon.
*/
class CS_CRYSTALSPACE_EXPORT csPoly3D
{
protected:
/// The 3D vertices.
csDirtyAccessArray<csVector3> vertices;
public:
/**
* Make a new empty polygon.
*/
csPoly3D (size_t start_size = 10);
/// Copy constructor.
csPoly3D (const csPoly3D& copy);
/// Destructor.
virtual ~csPoly3D ();
/**
* Initialize the polygon to empty.
*/
void MakeEmpty ();
/**
* Get the number of vertices.
*/
inline size_t GetVertexCount () const { return vertices.GetSize (); }
/**
* Get the array with all vertices.
*/
inline const csVector3* GetVertices () const { return vertices.GetArray (); }
/**
* Get the array with all vertices.
*/
inline csVector3* GetVertices () { return vertices.GetArray (); }
/**
* Get the specified vertex.
*/
inline const csVector3* GetVertex (size_t i) const
{
if (i >= vertices.GetSize ()) return 0;
return &(vertices.GetArray ()[i]);
}
/**
* Get the specified vertex.
*/
inline csVector3& operator[] (size_t i)
{
return vertices[i];
}
/**
* Get the specified vertex.
*/
inline const csVector3& operator[] (size_t i) const
{
return vertices[i];
}
/**
* Get the first vertex.
*/
inline const csVector3* GetFirst () const
{
if (vertices.GetSize ()<=0) return 0;
else return vertices.GetArray ();
}
/**
* Get the last vertex.
*/
inline const csVector3* GetLast () const
{
if (vertices.GetSize ()<=0) return 0;
else return
&(vertices.GetArray ())[vertices.GetSize ()-1];
}
/**
* Test if this vector is inside the polygon. This assumes a convex polygon.
*/
bool In (const csVector3& v) const;
/**
* Test if a vector is inside the given polygon. This assumes a convex polygon.
*/
static bool In (csVector3* poly, size_t num_poly, const csVector3& v);
/**
* Make room for at least the specified number of vertices.
*/
void MakeRoom (size_t new_max);
/**
* Set the number of vertices.
*/
inline void SetVertexCount (size_t n)
{
MakeRoom (n);
vertices.SetSize (n);
}
/**
* Add a vertex (3D) to the polygon.
* Return index of added vertex.
*/
inline size_t AddVertex (const csVector3& v)
{
return AddVertex (v.x, v.y, v.z);
}
/**
* Add a vertex (3D) to the polygon.
* Return index of added vertex.
*/
size_t AddVertex (float x, float y, float z);
/**
* Set all polygon vertices at once. Copies the array.
*/
inline void SetVertices (csVector3 const* v, size_t num)
{
MakeRoom (num);
memcpy (vertices.GetArray (), v, num * sizeof (csVector3));
}
/**
* Project this polygon onto a X plane as seen from some
* point in space. Fills the given 2D polygon with the projection
* on the plane. This function assumes that there actually is
* a projection. If the polygon to project comes on the same plane
* as 'point' then it will return false (no valid projection).
*/
bool ProjectXPlane (const csVector3& point, float plane_x,
csPoly2D* poly2d) const;
/**
* Project this polygon onto a Y plane as seen from some
* point in space. Fills the given 2D polygon with the projection
* on the plane. This function assumes that there actually is
* a projection. If the polygon to project comes on the same plane
* as 'point' then it will return false (no valid projection).
*/
bool ProjectYPlane (const csVector3& point, float plane_y,
csPoly2D* poly2d) const;
/**
* Project this polygon onto a Z plane as seen from some
* point in space. Fills the given 2D polygon with the projection
* on the plane. This function assumes that there actually is
* a projection. If the polygon to project comes on the same plane
* as 'point' then it will return false (no valid projection).
*/
bool ProjectZPlane (const csVector3& point, float plane_z,
csPoly2D* poly2d) const;
/**
* Project this polygon onto an axis-aligned plane as seen from some
* point in space. Fills the given 2D polygon with the projection
* on the plane. This function assumes that there actually is
* a projection. Plane_nr is 0 for the X plane, 1 for Y, and 2 for Z.
* Or one of the CS_AXIX_ constants.
*/
inline bool ProjectAxisPlane (const csVector3& point, int plane_nr,
float plane_pos, csPoly2D* poly2d) const
{
switch (plane_nr)
{
case CS_AXIS_X: return ProjectXPlane (point, plane_pos, poly2d);
case CS_AXIS_Y: return ProjectYPlane (point, plane_pos, poly2d);
case CS_AXIS_Z: return ProjectZPlane (point, plane_pos, poly2d);
}
return false;
}
/**
* Static function to classify a polygon with regards to a plane.
* If this poly is on same plane it returns CS_POL_SAME_PLANE.
* If this poly is completely in front of the given plane it returnes
* CS_POL_FRONT. If this poly is completely back of the given plane it
* returnes CS_POL_BACK. Otherwise it returns CS_POL_SPLIT_NEEDED.
*/
static int Classify (const csPlane3& pl,
const csVector3* vertices, size_t num_vertices);
/**
* Classify this polygon with regards to a plane.
* If this poly is on same plane it returns CS_POL_SAME_PLANE. If this poly is
* completely in front of the given plane it returnes CS_POL_FRONT. If this
* poly is completely back of the given plane it returnes CS_POL_BACK.
* Otherwise it returns CS_POL_SPLIT_NEEDED.
*/
inline int Classify (const csPlane3& pl) const
{
return Classify (pl, vertices.GetArray (), vertices.GetSize ());
}
/// Same as Classify() but for X plane only.
int ClassifyX (float x) const;
/// Same as Classify() but for Y plane only.
int ClassifyY (float y) const;
/// Same as Classify() but for Z plane only.
int ClassifyZ (float z) const;
/// Same as Classify() but for a given axis plane.
inline int ClassifyAxis (int axis, float where) const
{
switch (axis)
{
case CS_AXIS_X: return ClassifyX (where);
case CS_AXIS_Y: return ClassifyY (where);
case CS_AXIS_Z: return ClassifyZ (where);
}
return 0;
}
/**
* Test if this polygon is axis aligned and return
* the axis (one of CS_AXIS_ constants). The location
* of the axis is returned in 'where'.
* Returns CS_AXIS_NONE if the polygon is not axis aligned.
* The epsilon will be used to test if two coordinates are close.
*/
int IsAxisAligned (float& where, float epsilon = SMALL_EPSILON) const;
/**
* Calculate the main axis of the normal.
* Returns one of the CS_AXIS_ constants;
*/
int ComputeMainNormalAxis () const;
/// Cut this polygon with a plane and only keep the front side.
void CutToPlane (const csPlane3& split_plane);
/// Split this polygon with the given plane (A,B,C,D).
void SplitWithPlane (csPoly3D& front, csPoly3D& back,
const csPlane3& split_plane) const;
/// Split this polygon to the x-plane.
void SplitWithPlaneX (csPoly3D& front, csPoly3D& back, float x) const;
/// Split this polygon to the y-plane.
void SplitWithPlaneY (csPoly3D& front, csPoly3D& back, float y) const;
/// Split this polygon to the z-plane.
void SplitWithPlaneZ (csPoly3D& front, csPoly3D& back, float z) const;
/// Compute the normal of a polygon.
static csVector3 ComputeNormal (const csVector3* vertices, size_t num);
/// Compute the normal of a polygon.
static csVector3 ComputeNormal (const csArray<csVector3>& poly);
/// Compute the normal of an indexed polygon.
static csVector3 ComputeNormal (int* poly, size_t num, csVector3* vertices);
/// Compute the normal of this polygon.
inline csVector3 ComputeNormal () const
{
return ComputeNormal (vertices.GetArray (), vertices.GetSize ());
}
/// Compute the plane of a polygon.
static csPlane3 ComputePlane (const csVector3* vertices, size_t num);
/// Compute the plane of a polygon.
static csPlane3 ComputePlane (const csArray<csVector3>& poly);
/// Compute the plane of an indexed polygon.
static csPlane3 ComputePlane (int* poly, size_t num, csVector3* vertices);
/// Compute the plane of this polygon.
inline csPlane3 ComputePlane () const
{
return ComputePlane (vertices.GetArray (), vertices.GetSize ());
}
/**
* Calculate the area of this polygon.
*/
float GetArea() const;
/**
* Compute and get the central vertex of this polygon.
*/
csVector3 GetCenter () const;
/// Figure out if this polygon is inside or intersecting a sphere
bool InSphere(const csVector3& center, float radius);
};
/// This structure is used by csVector3Array::CompressVertices().
struct csCompressVertex
{
size_t orig_idx;
int x, y, z;
size_t new_idx;
bool used;
};
/**
* This is actually the same class as csPoly3D. But it has been
* renamed to make it clear that it is for other uses. It also
* adds some functionality specific to that use. In particular
* this class is more used to hold an unordered collection of 3D vectors.
*/
class CS_CRYSTALSPACE_EXPORT csVector3Array : public csPoly3D
{
public:
csVector3Array (size_t start_size = 10) : csPoly3D (start_size) { }
/**
* Add a vertex but first check if it isn't already present
* in the array. Return the index that the vertex was added too.
*/
inline size_t AddVertexSmart (const csVector3& v)
{ return AddVertexSmart (v.x, v.y, v.z); }
/**
* Add a vertex but first check if it isn't already present
* in the array. Return the index that the vertex was added too.
*/
size_t AddVertexSmart (float x, float y, float z);
/**
* Compress an array of vertices (i.e. remove all duplicated
* vertices). Returns an array of csCompressVertex which can be
* used to map from the old index to the new one. 'new_count'
* will be set to the new number of unique vertices (and 'new_vertices'
* will be the new vertex table with that size). The size
* of the returned array is 'num_vertices' though since it has
* to be indexed with the original vertex array.
* If this function returns 0 there is nothing to do (i.e. no duplicate
* vertices). Otherwise you have to 'delete[]' the returned array.
*/
static csCompressVertex* CompressVertices (csVector3* vertices,
size_t num_vertices, csVector3*& new_vertices, size_t& new_count);
/**
* Compress an array of vertices (i.e. remove all duplicated
* vertices). Returns an array of csCompressVertex which can be
* used to map from the old index to the new one. The 'vertices'
* table will be modified with the new compressed vertices.
* If this function returns 0 there is nothing to do (i.e. no duplicate
* vertices). Otherwise you have to 'delete[]' the returned array.
*/
static csCompressVertex* CompressVertices (csArray<csVector3>& vertices);
};
/** @} */
#endif // __CS_POLY3D_H__
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