forked from bit/DotRecastNetSim
rename in DividePoly
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@ -25,7 +25,6 @@ using static DotRecast.Recast.RecastConstants;
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namespace DotRecast.Recast
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{
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public class RecastRasterization
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{
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/**
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@ -49,7 +48,7 @@ namespace DotRecast.Recast
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overlap = (amin[2] > bmax[2] || amax[2] < bmin[2]) ? false : overlap;
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return overlap;
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}
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private static bool OverlapBounds(RcVec3f amin, RcVec3f amax, RcVec3f bmin, RcVec3f bmax)
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{
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bool overlap = true;
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@ -151,79 +150,79 @@ namespace DotRecast.Recast
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}
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}
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/**
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* Divides a convex polygon of max 12 vertices into two convex polygons across a separating axis.
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*
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* @param inVerts
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* The input polygon vertices
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* @param inVertsOffset
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* The offset of the first polygon vertex
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* @param inVertsCount
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* The number of input polygon vertices
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* @param outVerts1
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* The offset of the resulting polygon 1's vertices
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* @param outVerts2
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* The offset of the resulting polygon 2's vertices
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* @param axisOffset
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* The offset along the specified axis
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* @param axis
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* The separating axis
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* @return The number of resulting polygon 1 and polygon 2 vertices
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*/
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private static int[] DividePoly(float[] inVerts, int inVertsOffset, int inVertsCount, int outVerts1, int outVerts2, float axisOffset,
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int axis)
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/// Divides a convex polygon of max 12 vertices into two convex polygons
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/// across a separating axis.
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///
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/// @param[in] inVerts The input polygon vertices
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/// @param[in] inVertsCount The number of input polygon vertices
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/// @param[out] outVerts1 Resulting polygon 1's vertices
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/// @param[out] outVerts1Count The number of resulting polygon 1 vertices
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/// @param[out] outVerts2 Resulting polygon 2's vertices
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/// @param[out] outVerts2Count The number of resulting polygon 2 vertices
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/// @param[in] axisOffset THe offset along the specified axis
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/// @param[in] axis The separating axis
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private static void DividePoly(float[] inVerts, int inVertsOffset, int inVertsCount,
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int outVerts1, out int outVerts1Count,
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int outVerts2, out int outVerts2Count,
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float axisOffset, int axis)
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{
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float[] d = new float[12];
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for (int i = 0; i < inVertsCount; ++i)
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d[i] = axisOffset - inVerts[inVertsOffset + i * 3 + axis];
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int m = 0, n = 0;
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for (int i = 0, j = inVertsCount - 1; i < inVertsCount; j = i, ++i)
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// How far positive or negative away from the separating axis is each vertex.
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for (int inVert = 0; inVert < inVertsCount; ++inVert)
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{
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bool ina = d[j] >= 0;
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bool inb = d[i] >= 0;
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d[inVert] = axisOffset - inVerts[inVertsOffset + inVert * 3 + axis];
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}
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int poly1Vert = 0;
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int poly2Vert = 0;
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for (int inVertA = 0, inVertB = inVertsCount - 1; inVertA < inVertsCount; inVertB = inVertA, ++inVertA)
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{
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bool ina = d[inVertB] >= 0;
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bool inb = d[inVertA] >= 0;
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if (ina != inb)
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{
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float s = d[j] / (d[j] - d[i]);
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inVerts[outVerts1 + m * 3 + 0] = inVerts[inVertsOffset + j * 3 + 0]
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+ (inVerts[inVertsOffset + i * 3 + 0] - inVerts[inVertsOffset + j * 3 + 0]) * s;
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inVerts[outVerts1 + m * 3 + 1] = inVerts[inVertsOffset + j * 3 + 1]
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+ (inVerts[inVertsOffset + i * 3 + 1] - inVerts[inVertsOffset + j * 3 + 1]) * s;
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inVerts[outVerts1 + m * 3 + 2] = inVerts[inVertsOffset + j * 3 + 2]
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+ (inVerts[inVertsOffset + i * 3 + 2] - inVerts[inVertsOffset + j * 3 + 2]) * s;
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RcVec3f.Copy(inVerts, outVerts2 + n * 3, inVerts, outVerts1 + m * 3);
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m++;
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n++;
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float s = d[inVertB] / (d[inVertB] - d[inVertA]);
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inVerts[outVerts1 + poly1Vert * 3 + 0] = inVerts[inVertsOffset + inVertB * 3 + 0] +
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(inVerts[inVertsOffset + inVertA * 3 + 0] - inVerts[inVertsOffset + inVertB * 3 + 0]) * s;
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inVerts[outVerts1 + poly1Vert * 3 + 1] = inVerts[inVertsOffset + inVertB * 3 + 1] +
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(inVerts[inVertsOffset + inVertA * 3 + 1] - inVerts[inVertsOffset + inVertB * 3 + 1]) * s;
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inVerts[outVerts1 + poly1Vert * 3 + 2] = inVerts[inVertsOffset + inVertB * 3 + 2] +
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(inVerts[inVertsOffset + inVertA * 3 + 2] - inVerts[inVertsOffset + inVertB * 3 + 2]) * s;
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RcVec3f.Copy(inVerts, outVerts2 + poly2Vert * 3, inVerts, outVerts1 + poly1Vert * 3);
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poly1Vert++;
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poly2Vert++;
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// add the i'th point to the right polygon. Do NOT add points that are on the dividing line
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// since these were already added above
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if (d[i] > 0)
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if (d[inVertA] > 0)
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{
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RcVec3f.Copy(inVerts, outVerts1 + m * 3, inVerts, inVertsOffset + i * 3);
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m++;
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RcVec3f.Copy(inVerts, outVerts1 + poly1Vert * 3, inVerts, inVertsOffset + inVertA * 3);
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poly1Vert++;
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}
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else if (d[i] < 0)
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else if (d[inVertA] < 0)
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{
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RcVec3f.Copy(inVerts, outVerts2 + n * 3, inVerts, inVertsOffset + i * 3);
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n++;
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RcVec3f.Copy(inVerts, outVerts2 + poly2Vert * 3, inVerts, inVertsOffset + inVertA * 3);
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poly2Vert++;
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}
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}
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else // same side
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{
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// add the i'th point to the right polygon. Addition is done even for points on the dividing line
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if (d[i] >= 0)
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if (d[inVertA] >= 0)
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{
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RcVec3f.Copy(inVerts, outVerts1 + m * 3, inVerts, inVertsOffset + i * 3);
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m++;
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if (d[i] != 0)
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RcVec3f.Copy(inVerts, outVerts1 + poly1Vert * 3, inVerts, inVertsOffset + inVertA * 3);
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poly1Vert++;
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if (d[inVertA] != 0)
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continue;
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}
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RcVec3f.Copy(inVerts, outVerts2 + n * 3, inVerts, inVertsOffset + i * 3);
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n++;
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RcVec3f.Copy(inVerts, outVerts2 + poly2Vert * 3, inVerts, inVertsOffset + inVertA * 3);
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poly2Vert++;
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}
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}
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return new int[] { m, n };
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outVerts1Count = poly1Vert;
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outVerts2Count = poly2Vert;
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}
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/**
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@ -300,14 +299,9 @@ namespace DotRecast.Recast
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{
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// Clip polygon to row. Store the remaining polygon as well
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float cellZ = hfBBMin.z + z * cellSize;
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int[] nvrowin = DividePoly(buf, @in, nvIn, inRow, p1, cellZ + cellSize, 2);
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nvRow = nvrowin[0];
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nvIn = nvrowin[1];
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{
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int temp = @in;
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@in = p1;
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p1 = temp;
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}
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DividePoly(buf, @in, nvIn, inRow, out nvRow, p1, out nvIn, cellZ + cellSize, 2);
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(@in, p1) = (p1, @in);
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if (nvRow < 3)
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continue;
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@ -340,16 +334,12 @@ namespace DotRecast.Recast
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{
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// Clip polygon to column. store the remaining polygon as well
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float cx = hfBBMin.x + x * cellSize;
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int[] nvnv2 = DividePoly(buf, inRow, nv2, p1, p2, cx + cellSize, 0);
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nv = nvnv2[0];
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nv2 = nvnv2[1];
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{
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int temp = inRow;
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inRow = p2;
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p2 = temp;
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}
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DividePoly(buf, inRow, nv2, p1, out nv, p2, out nv2, cx + cellSize, 0);
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(inRow, p2) = (p2, inRow);
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if (nv < 3)
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continue;
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if (x < 0)
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{
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continue;
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@ -494,4 +484,4 @@ namespace DotRecast.Recast
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ctx.StopTimer("RASTERIZE_TRIANGLES");
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}
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}
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}
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}
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