both inside case fixes
This commit is contained in:
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fd64a1947d
commit
8e82fb44c6
673
hiddenwire.c
673
hiddenwire.c
@ -58,186 +58,26 @@ struct _seg_t {
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};
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#if 0
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typedef struct face face_t;
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typedef struct poly poly_t;
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struct face
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{
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float sides[3];
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face_t * next[3];
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int next_edge[3];
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int coplanar[3];
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int used;
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};
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// once this triangle has been used, it will be placed
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// in a polygon group and fixed in a position relative to that group
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struct poly
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{
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int start_edge;
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int printed;
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// local coordinates of the triangle vertices
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float a;
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float x2;
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float y2;
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float rot;
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// absolute coordintes of the triangle vertices
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float p[3][2];
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// todo: make this const and add backtracking
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face_t * face;
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poly_t * next[3];
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poly_t * work_next;
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};
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/* Compare two edges in two triangles.
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*
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* note that if the windings are all the same, the edges will
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* compare in the opposite order (for example, the edge from 0 to 1
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* compares to the edge from 2 to 1 in the other triangle).
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*/
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static int
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edge_eq2(
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const stl_face_t * const t0,
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const stl_face_t * const t1,
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int e0,
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int e1
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)
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{
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const v3_t * const v00 = &t0->p[e0];
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const v3_t * const v01 = &t0->p[(e0+1) % 3];
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const v3_t * const v10 = &t1->p[e1];
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const v3_t * const v11 = &t1->p[(e1+1) % 3];
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if (v3_eq(v00, v11) && v3_eq(v01, v10))
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return 1;
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return 0;
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}
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#endif
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void
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svg_line(
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const char * color,
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const float * p1,
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const float * p2,
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int dash
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float thick
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)
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{
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if (!dash)
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{
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printf("<line x1=\"%f\" y1=\"%f\" x2=\"%f\" y2=\"%f\" stroke=\"%s\" stroke-width=\"0.5px\"/>\n",
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p1[0],
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p1[1],
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p2[0],
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p2[1],
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color
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);
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return;
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}
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// dashed line, split in the middle
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const float dx = p2[0] - p1[0];
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const float dy = p2[1] - p1[1];
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const float h1[] = {
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p1[0] + dx*0.45,
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p1[1] + dy*0.45,
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};
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const float h2[] = {
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p1[0] + dx*0.55,
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p1[1] + dy*0.55,
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};
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svg_line(color, p1, h1, 0);
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svg_line(color, h2, p2, 0);
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printf("<line x1=\"%f\" y1=\"%f\" x2=\"%f\" y2=\"%f\" stroke=\"%s\" stroke-width=\"%.1fpx\"/>\n",
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p1[0],
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p1[1],
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p2[0],
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p2[1],
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color,
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thick
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);
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}
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#if 0
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void
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rotate(
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float * p,
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const float * origin,
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float a,
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float x,
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float y
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)
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{
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p[0] = cos(a) * x - sin(a) * y + origin[0];
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p[1] = sin(a) * x + cos(a) * y + origin[1];
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}
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/* Rotate and translate a triangle */
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void
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poly_position(
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poly_t * const g,
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const poly_t * const g_src,
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float rot,
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float trans_x,
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float trans_y
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)
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{
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const face_t * const f = g->face;
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const int start_edge = g->start_edge;
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float a = f->sides[(start_edge + 0) % 3];
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float c = f->sides[(start_edge + 1) % 3];
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float b = f->sides[(start_edge + 2) % 3];
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float x2 = (a*a + b*b - c*c) / (2*a);
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float y2 = sqrt(b*b - x2*x2);
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// translate by trans_x/trans_y in the original ref frame
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// to get the origin point
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float origin[2];
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rotate(origin, g_src->p[0], g_src->rot, trans_x, trans_y);
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g->rot = g_src->rot + rot;
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g->a = a;
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g->x2 = x2;
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g->y2 = y2;
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//fprintf(stderr, "%p %d %f %f %f %f => %f %f %f\n", f, start_edge, g->rot*180/M_PI, a, b, c, x2, y2, rot);
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rotate(g->p[0], origin, g->rot, 0, 0);
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rotate(g->p[1], origin, g->rot, a, 0);
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rotate(g->p[2], origin, g->rot, x2, y2);
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}
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static void
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enqueue(
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poly_t * g,
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poly_t * const new_g,
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int at_head
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)
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{
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if (at_head)
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{
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new_g->work_next = g->work_next;
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g->work_next = new_g;
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return;
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}
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// go to the end of the line
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while (g->work_next)
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g = g->work_next;
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g->work_next = new_g;
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}
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static poly_t * poly_root;
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static float poly_min[2], poly_max[2];
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#endif
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static inline int
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v2_eq(
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const float p0[],
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@ -363,407 +203,6 @@ if(0) fprintf(stderr, "collision: %.0f,%.0f,%.0f->%.0f,%.0f,%.0f %.0f,%.0f,%.0f-
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}
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#if 0
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/** Check to see if two triangles overlap */
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int
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overlap_poly(
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const poly_t * const g1,
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const poly_t * const g2
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)
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{
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if (intersect(g1->p[0], g1->p[1], g2->p[0], g2->p[1]))
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return 1;
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if (intersect(g1->p[0], g1->p[1], g2->p[1], g2->p[2]))
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return 1;
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if (intersect(g1->p[0], g1->p[1], g2->p[2], g2->p[0]))
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return 1;
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if (intersect(g1->p[1], g1->p[2], g2->p[0], g2->p[1]))
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return 1;
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if (intersect(g1->p[1], g1->p[2], g2->p[1], g2->p[2]))
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return 1;
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if (intersect(g1->p[1], g1->p[2], g2->p[2], g2->p[0]))
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return 1;
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if (intersect(g1->p[2], g1->p[0], g2->p[0], g2->p[1]))
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return 1;
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if (intersect(g1->p[2], g1->p[0], g2->p[1], g2->p[2]))
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return 1;
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if (intersect(g1->p[2], g1->p[0], g2->p[2], g2->p[0]))
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return 1;
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return 0;
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}
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/** Check to see if any triangles overlap */
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int
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overlap_check(
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const poly_t * g,
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const poly_t * const new_g
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)
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{
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// special case -- if the root is the same as the one that we
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// are checking, then it does not overlap
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if (g == new_g)
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return 0;
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while (g)
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{
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if (overlap_poly(g, new_g))
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return 1;
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g = g->work_next;
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}
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return 0;
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}
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/** recursively try to fix up the triangles.
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*
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* returns the maximum number of triangles added
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*/
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int
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poly_build(
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poly_t * const g
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)
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{
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face_t * const f = g->face;
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const int start_edge = g->start_edge;
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f->used = 1;
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// update the group's bounding box
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for (int i = 0 ; i < 3 ; i++)
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{
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const float px = g->p[i][0];
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const float py = g->p[i][1];
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if (px < poly_min[0]) poly_min[0] = px;
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if (px > poly_max[0]) poly_max[0] = px;
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if (py < poly_min[1]) poly_min[1] = py;
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if (py > poly_max[1]) poly_max[1] = py;
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}
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if (debug) fprintf(stderr, "%p: adding to poly\n", f);
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for(int pass = 0 ; pass < 2 ; pass++)
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{
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// for each edge, find the triangle that matches
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for (int i = 0 ; i < 3 ; i++)
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{
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const int edge = (i + start_edge) % 3;
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face_t * const f2 = f->next[edge];
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assert(f2 != NULL);
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if (f2->used)
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continue;
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if (pass == 0 && f->coplanar[edge] == 0)
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continue;
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// create a group that translates and rotates
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// such that it lines up with this edge
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float trans_x, trans_y, rotate;
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if (i == 0)
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{
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trans_x = g->a;
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trans_y = 0;
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rotate = M_PI;
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} else
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if (i == 1)
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{
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trans_x = g->x2;
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trans_y = g->y2;
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rotate = -atan2(g->y2, g->a - g->x2);
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} else
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if (i == 2)
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{
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trans_x = 0;
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trans_y = 0;
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rotate = atan2(g->y2, g->x2);
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} else {
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errx(EXIT_FAILURE, "edge %d invalid?\n", i);
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}
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// position this one translated and rotated
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poly_t * const g2 = calloc(1, sizeof(*g2));
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g2->face = f2;
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g2->start_edge = f->next_edge[edge];
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poly_position(
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g2,
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g,
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rotate,
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trans_x,
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trans_y
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);
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if (overlap_check(poly_root, g2))
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{
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free(g2);
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continue;
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}
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// no overlap, add it to the current group
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g->next[i] = g2;
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g2->next[0] = g;
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f2->used = 1;
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// if g2 is a coplanar triangle, process it now rather than
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// defering the work.
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if (f->coplanar[edge] == 0)
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enqueue(g, g2, 1);
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else
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enqueue(g, g2, 0);
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}
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}
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return 0;
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}
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void
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svg_text(
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float x,
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float y,
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float angle,
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const char * fmt,
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...
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)
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{
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printf("<g transform=\"translate(%f %f) rotate(%f)\">",
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x,
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y,
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angle
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);
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printf("<text x=\"-2\" y=\"1.5\" style=\"font-size:1.5px;\">");
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va_list ap;
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va_start(ap, fmt);
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vprintf(fmt, ap);
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va_end(ap);
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printf("</text></g>\n");
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}
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void
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poly_print(
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poly_t * const g
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)
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{
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const face_t * const f = g->face;
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const int start_edge = g->start_edge;
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g->printed = 1;
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// draw this triangle;
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// if the edge is an outside, which means that the group
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// has no next element, draw a cut line. If there is an
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// adjacent neighbor and it is not coplanar, draw a score line
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printf("<g><!-- %p %d %f %f->%p %f->%p %f->%p -->\n",
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f,
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g->start_edge, g->rot * 180/M_PI,
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f->sides[0],
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f->next[0],
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f->sides[1],
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f->next[1],
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f->sides[2],
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f->next[2]
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);
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int cut_lines = 0;
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const uintptr_t a1 = (0x7FFFF & (uintptr_t) f) >> 3;
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for (int i = 0 ; i < 3 ; i++)
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{
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const int edge = (start_edge + i) % 3;
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poly_t * const next = g->next[i];
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if (!next)
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{
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// draw a cut line
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const float * const p1 = g->p[i];
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const float * const p2 = g->p[(i+1) % 3];
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const float cx = (p2[0] + p1[0]) / 2;
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const float cy = (p2[1] + p1[1]) / 2;
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const float dx = (p2[0] - p1[0]);
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const float dy = (p2[1] - p1[1]);
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const float angle = atan2(dy, dx) * 180 / M_PI;
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svg_line("#FF0000", p1, p2, 0);
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cut_lines++;
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// use the lower address as the label
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if (draw_labels)
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{
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uintptr_t a2 = (0x7FFFF & (uintptr_t) f->next[edge]) >> 3;
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if (a2 > a1)
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a2 = a1;
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svg_text(cx, cy, angle, "%04x", a2);
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}
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continue;
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}
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if (next->printed)
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continue;
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if (f->coplanar[edge] < 0)
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{
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// draw a mountain score line since they are not coplanar
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svg_line("#00FF00", g->p[i], g->p[(i+1) % 3], 1);
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} else
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if (f->coplanar[edge] > 0)
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{
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// draw a valley score line since they are not coplanar
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svg_line("#00FF00", g->p[i], g->p[(i+1) % 3], 0);
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} else {
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// draw a shadow line since they are coplanar
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//svg_line("#F0F0F0", g->p[i], g->p[(i+1) % 3]);
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}
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}
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/*
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// only draw labels if requested and if there are any cut-edges
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// on this polygon.
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const float tx = (g->p[0][0] + g->p[1][0] + g->p[2][0]) / 3.0;
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const float ty = (g->p[0][1] + g->p[1][1] + g->p[2][1]) / 3.0;
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if (draw_labels && cut_lines > 0)
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svg_text(tx, ty, 0, "%04x",
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(0x7FFFF & (uintptr_t) f) >> 3);
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*/
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printf("</g>\n");
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for (int i = 0 ; i < 3 ; i++)
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{
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poly_t * const next = g->next[i];
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if (!next || next->printed)
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continue;
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poly_print(next);
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}
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}
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/* Returns the 0 for coplanar, negative for mountain, positive for valley.
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* (approximates the angle between two triangles that share one edge).
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*/
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int
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coplanar_check(
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const stl_face_t * const f1,
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const stl_face_t * const f2
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)
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{
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// find the four distinct points
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v3_t x1 = f1->p[0];
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v3_t x2 = f1->p[1];
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v3_t x3 = f1->p[2];
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v3_t x4;
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for (int i = 0 ; i < 3 ; i++)
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{
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x4 = f2->p[i];
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if (v3_eq(&x1, &x4))
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continue;
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if (v3_eq(&x2, &x4))
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continue;
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if (v3_eq(&x3, &x4))
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continue;
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break;
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}
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// (x3-x1) . ((x2-x1) X (x4-x3)) == 0
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v3_t dx31 = v3_sub(x3, x1);
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v3_t dx21 = v3_sub(x2, x1);
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v3_t dx43 = v3_sub(x4, x3);
|
||||
v3_t cross = v3_cross(dx21, dx43);
|
||||
float dot = v3_dot(dx31, cross);
|
||||
|
||||
int check = -EPS < dot && dot < +EPS;
|
||||
if (debug) fprintf( stderr, "%p %p %s: %f\n", f1, f2, check ? "yes" : "no", dot);
|
||||
return (int) dot;
|
||||
}
|
||||
|
||||
|
||||
/** Translate a list of STL triangles into a connected graph of faces.
|
||||
*
|
||||
* If there are any triangles that do not have three connected edges,
|
||||
* the first error will be reported and NULL will be returned.
|
||||
*/
|
||||
face_t *
|
||||
stl2faces(
|
||||
const stl_face_t * const stl_faces,
|
||||
const int num_triangles
|
||||
)
|
||||
{
|
||||
face_t * const faces = calloc(num_triangles, sizeof(*faces));
|
||||
|
||||
// convert the stl triangles into faces
|
||||
for (int i = 0 ; i < num_triangles ; i++)
|
||||
{
|
||||
const stl_face_t * const stl = &stl_faces[i];
|
||||
face_t * const f = &faces[i];
|
||||
|
||||
f->sides[0] = v3_len(&stl->p[0], &stl->p[1]);
|
||||
f->sides[1] = v3_len(&stl->p[1], &stl->p[2]);
|
||||
f->sides[2] = v3_len(&stl->p[2], &stl->p[0]);
|
||||
if (debug) fprintf(stderr, "%p %f %f %f\n",
|
||||
f, f->sides[0], f->sides[1], f->sides[2]);
|
||||
}
|
||||
|
||||
// look to see if there is a matching point
|
||||
// in the faces that we've already built
|
||||
for (int i = 0 ; i < num_triangles ; i++)
|
||||
{
|
||||
const stl_face_t * const stl = &stl_faces[i];
|
||||
face_t * const f = &faces[i];
|
||||
|
||||
for (int j = 0 ; j < num_triangles ; j++)
|
||||
{
|
||||
if (i == j)
|
||||
continue;
|
||||
|
||||
const stl_face_t * const stl2 = &stl_faces[j];
|
||||
face_t * const f2 = &faces[j];
|
||||
|
||||
for (int edge = 0 ; edge < 3 ; edge++)
|
||||
{
|
||||
if (f->next[edge])
|
||||
continue;
|
||||
|
||||
for (int edge2 = 0 ; edge2 < 3 ; edge2++)
|
||||
{
|
||||
if (f2->next[edge2])
|
||||
continue;
|
||||
|
||||
if (!edge_eq2(stl, stl2, edge, edge2))
|
||||
continue;
|
||||
|
||||
f->next[edge] = f2;
|
||||
f->next_edge[edge] = edge2;
|
||||
f2->next[edge2] = f;
|
||||
f2->next_edge[edge2] = edge;
|
||||
|
||||
f->coplanar[edge] =
|
||||
f2->coplanar[edge2] = coplanar_check(stl, stl2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// all three edges should be matched
|
||||
if (f->next[0] && f->next[1] && f->next[2])
|
||||
continue;
|
||||
fprintf(stderr, "%d missing edges?\n", i);
|
||||
free(faces);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
return faces;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
int
|
||||
@ -787,9 +226,9 @@ tri_inside(
|
||||
// compute the barycentric coordinates of p in triangle t
|
||||
const float a = (p1y - p2y)*(p0x - p2x) + (p2x - p1x)*(p0y - p2y);
|
||||
//fprintf(stderr, "a=%f\n", a);
|
||||
if (-EPS < a && a < EPS)
|
||||
if (a < EPS)
|
||||
{
|
||||
// triangle is too small
|
||||
// triangle is too small or has negative area
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -1057,23 +496,37 @@ find_z(
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
int
|
||||
tri_line_intersect(
|
||||
const tri_t * zlist,
|
||||
const tri_t * t
|
||||
* Find the Z point of an XY coordinate in a triangle.
|
||||
*
|
||||
* p can be written as a combination of t01 and t02,
|
||||
* p - t0 = a * (t1 - t0) + b * (t2 - t0)
|
||||
* setting t0 to 0, this becomes:
|
||||
* p = a * t1 + b * t2
|
||||
* which is two equations with two unknowns
|
||||
*/
|
||||
float
|
||||
tri_find_z(
|
||||
const tri_t * const t,
|
||||
const v3_t * const p
|
||||
)
|
||||
{
|
||||
for( const tri_t * t2 = zlist ; t2 ; t2 = t2->next )
|
||||
{
|
||||
if (t2 == t)
|
||||
continue;
|
||||
for(int j = 0 ; j < 3 ; j++)
|
||||
{
|
||||
const v3_t * const p0 = &t->p[j].p;
|
||||
const v3_t * const p1 = &t->p[(j+1) % 3].p;
|
||||
*/
|
||||
const float t1x = t->p[1].p[0] - t->p[0].p[0];
|
||||
const float t1y = t->p[1].p[1] - t->p[0].p[1];
|
||||
const float t1z = t->p[1].p[2] - t->p[0].p[2];
|
||||
const float t2x = t->p[2].p[0] - t->p[0].p[0];
|
||||
const float t2y = t->p[2].p[1] - t->p[0].p[1];
|
||||
const float t2z = t->p[2].p[2] - t->p[0].p[2];
|
||||
const float px = p->p[0] - t->p[0].p[0];
|
||||
const float py = p->p[1] - t->p[0].p[1];
|
||||
|
||||
const float a = (px * t2y - py * t2x) / (t1x * t2y - t2x * t1y);
|
||||
const float b = (px * t1y - py * t1x) / (t2x * t1y - t1x * t2y);
|
||||
|
||||
const float z = t->p[0].p[2] + a * t1z + b * t2z;
|
||||
|
||||
return z;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
@ -1166,9 +619,17 @@ fprintf(stderr, "%d: processing segment ", recursive++); seg_print(s);
|
||||
int inside0 = tri_inside(t, &s->p[0], &bary[0]);
|
||||
int inside1 = tri_inside(t, &s->p[1], &bary[1]);
|
||||
|
||||
// if both are inside we discard this segment
|
||||
// if both are inside and the triangle is behind
|
||||
// this segment, then we discard this segment
|
||||
if (inside0 && inside1)
|
||||
{
|
||||
float p0_tri_z = tri_find_z(t, &s->p[0]);
|
||||
if (s->p[0].p[2] <= p0_tri_z)
|
||||
continue;
|
||||
fprintf(stderr, "z=%.3f ", p0_tri_z);
|
||||
seg_print(s);
|
||||
tri_print(t);
|
||||
|
||||
//svg_line("#0000FF", s->p[0].p, s->p[1].p, 0);
|
||||
//svg_line("#00FF00", t->p[0].p, t->p[1].p, 0);
|
||||
//svg_line("#00FF00", t->p[1].p, t->p[2].p, 0);
|
||||
@ -1180,6 +641,10 @@ seg_print(s);
|
||||
fprintf(stderr, "bary0 %f,%f,%f\n", bary[0].p[0], bary[0].p[1], bary[0].p[2]);
|
||||
fprintf(stderr, "bary1 %f,%f,%f\n", bary[1].p[0], bary[1].p[1], bary[1].p[2]);
|
||||
}
|
||||
//svg_line("#00FF00", s->p[0].p, s->p[1].p, 10);
|
||||
//svg_line("#0000FF", t->p[0].p, t->p[1].p, 2);
|
||||
//svg_line("#0000FF", t->p[1].p, t->p[2].p, 2);
|
||||
//svg_line("#0000FF", t->p[2].p, t->p[0].p, 2);
|
||||
recursive--;
|
||||
return;
|
||||
}
|
||||
@ -1228,7 +693,14 @@ fprintf(stderr, "bary1 %f,%f,%f\n", bary[1].p[0], bary[1].p[1], bary[1].p[2]);
|
||||
//fprintf(stderr, "split %d %d inter %d\n", inside0 , inside1, intersections);
|
||||
if (intersections == 3)
|
||||
{
|
||||
// this likely means that the triangle is very, very
|
||||
// small, so let's just throw away this line segment
|
||||
/*
|
||||
fprintf(stderr, "uh, three intersections?\n");
|
||||
seg_print(s);
|
||||
tri_print(t);
|
||||
svg_line("#00FF00", s->p[0].p, s->p[1].p, 10);
|
||||
*/
|
||||
recursive--;
|
||||
return;
|
||||
}
|
||||
@ -1316,20 +788,24 @@ seg_print(news);
|
||||
if (is[0].p[2] <= it[0].p[2])
|
||||
continue;
|
||||
|
||||
/*
|
||||
// due to floating point issues, one of these might
|
||||
// be closer to the edge. re-check the barycentric
|
||||
// coordinates for "close enough"
|
||||
inside0 = bary[0].p[0] > -EPS && bary[0].p[1] > -EPS && bary[0].p[2] > -EPS;
|
||||
inside1 = bary[1].p[0] > -EPS && bary[1].p[1] > -EPS && bary[1].p[2] > -EPS;
|
||||
*/
|
||||
|
||||
// segment is behind the triangle, so it needs to be
|
||||
// cut into pieces
|
||||
if (v2_eq(s->p[0].p, is[0].p, 0.1)
|
||||
|| v2_eq(s->p[1].p, is[0].p, 0.1))
|
||||
/*
|
||||
if (v2_eq(s->p[0].p, is[0].p, 0.01)
|
||||
|| v2_eq(s->p[1].p, is[0].p, 0.01))
|
||||
{
|
||||
// we're touching on one side, ignore it
|
||||
continue;
|
||||
} else
|
||||
*/
|
||||
if (inside0)
|
||||
{
|
||||
// shorten it on the 0 side
|
||||
@ -1344,6 +820,18 @@ seg_print(news);
|
||||
//fprintf(stderr, "short seg 1: "); seg_print(s);
|
||||
continue;
|
||||
} else {
|
||||
// both outside, but an intersection?
|
||||
// split at that point and hope for the best
|
||||
seg_t * const news = seg_new(s->p[0], is[0]);
|
||||
news->src[0] = s->src[0];
|
||||
news->src[1] = s->src[1];
|
||||
s->p[0] = is[0];
|
||||
tri_seg_intersect(zlist->next, news, slist_visible);
|
||||
//fprintf(stderr, "%d -----\n", --recursive);
|
||||
|
||||
// continue splitting our current segment
|
||||
continue;
|
||||
/*
|
||||
fprintf(stderr, "**** uh, both outside but one intersection? %.3f,%.3f\n",
|
||||
is[0].p[0],
|
||||
is[0].p[1]
|
||||
@ -1352,8 +840,9 @@ seg_print(s);
|
||||
tri_print(t);
|
||||
fprintf(stderr, "bary0 %f,%f,%f\n", bary[0].p[0], bary[0].p[1], bary[0].p[2]);
|
||||
fprintf(stderr, "bary1 %f,%f,%f\n", bary[1].p[0], bary[1].p[1], bary[1].p[2]);
|
||||
//svg_line("#00FF00", s->p[0].p, s->p[1].p, 0);
|
||||
svg_line("#00FF00", s->p[0].p, s->p[1].p, 10);
|
||||
continue;
|
||||
*/
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1399,7 +888,7 @@ int main(
|
||||
int backface = 1;
|
||||
int coplanar = 1;
|
||||
int hidden = 1;
|
||||
float coplanar_eps = 0.0001;
|
||||
float coplanar_eps = 0.001;
|
||||
|
||||
if(debug)
|
||||
{
|
||||
@ -1533,7 +1022,7 @@ tri_print(t);
|
||||
// display all of the visible segments
|
||||
for(seg_t * s = slist_visible ; s ; s = s->next)
|
||||
{
|
||||
svg_line("#FF0000", s->p[0].p, s->p[1].p, 0);
|
||||
svg_line("#FF0000", s->p[0].p, s->p[1].p, 1);
|
||||
}
|
||||
|
||||
if (debug)
|
||||
|
Loading…
Reference in New Issue
Block a user