splitting segments almost works
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39dbd843f7
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d321a1e86d
504
hiddenwire.c
504
hiddenwire.c
@ -40,12 +40,25 @@ typedef struct _tri_t tri_t;
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struct _tri_t
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{
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v3_t p[3];
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v3_t normal;
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float area;
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float depth;
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float min[3];
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float max[3];
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tri_t * next;
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tri_t ** prev;
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};
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// line segment has to track its source so that it knows which to not
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// compare against in its occlusion checks.
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typedef struct _seg_t seg_t;
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struct _seg_t {
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v3_t p[2];
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v3_t src[2];
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seg_t * next;
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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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@ -224,6 +237,7 @@ enqueue(
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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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@ -243,6 +257,17 @@ v2_eq(
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return 0;
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}
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static inline int
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v2_dist(
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const float p0[],
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const float p1[]
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)
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{
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const float dx = p0[0] - p1[0];
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const float dy = p0[1] - p1[1];
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return sqrt(dx*dx + dy*dy);
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}
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// Returns 1 if the lines intersect, otherwise 0. In addition, if the lines
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@ -274,7 +299,7 @@ get_line_intersection(
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if (s > EPS && s < 1-EPS && t > EPS && t < 1-EPS)
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{
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if(debug) fprintf(stderr, "collision: %f,%f->%f,%f %f,%f->%f,%f == %f,%f\n",
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if(0) fprintf(stderr, "collision: %f,%f->%f,%f %f,%f->%f,%f == %f,%f\n",
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p0_x, p0_y,
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p1_x, p1_y,
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p2_x, p2_y,
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@ -297,33 +322,32 @@ get_line_intersection(
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int
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intersect(
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const float p00[],
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const float p01[],
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const float p10[],
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const float p11[]
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const v3_t * const p00,
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const v3_t * const p01,
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const v3_t * const p10,
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const v3_t * const p11,
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float *px,
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float *py
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)
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{
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// special case; if this is the same line, it does not intersect
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if (v2_eq(p00, p10) && v2_eq(p01, p11))
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if (v2_eq(p00->p, p10->p) && v2_eq(p01->p, p11->p))
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return 0;
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if (v2_eq(p01, p10) && v2_eq(p00, p11))
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if (v2_eq(p01->p, p10->p) && v2_eq(p00->p, p11->p))
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return 0;
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return get_line_intersection(
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p00[0],
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p00[1],
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p01[0],
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p01[1],
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p10[0],
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p10[1],
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p11[0],
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p11[1],
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NULL,
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NULL
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p00->p[0], p00->p[1],
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p01->p[0], p01->p[1],
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p10->p[0], p10->p[1],
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p11->p[0], p11->p[1],
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px,
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py
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);
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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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@ -733,36 +757,41 @@ where Area is the (signed) area of the triangle:
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Area = 0.5 *(-p1y*p2x + p0y*(-p1x + p2x) + p0x*(p1y - p2y) + p1x*p2y);
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Just evaluate s, t and 1-s-t. The point p is inside the triangle if and only if they are all positive.
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*/
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int inside_triangle(
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const v3_t * const p,
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const v3_t * const t0,
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const v3_t * const t1,
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const v3_t * const t2
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int
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tri_inside(
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const tri_t * const t,
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const v3_t * const p
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)
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{
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const float p0x = t0->p[0];
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const float p0y = t0->p[1];
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const float p1x = t1->p[0];
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const float p1y = t1->p[1];
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const float p2x = t2->p[0];
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const float p2y = t2->p[1];
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const float p0x = t->p[0].p[0];
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const float p0y = t->p[0].p[1];
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const float p1x = t->p[1].p[0];
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const float p1y = t->p[1].p[1];
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const float p2x = t->p[2].p[0];
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const float p2y = t->p[2].p[1];
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const float px = p->p[0];
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const float py = p->p[1];
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const float s = p0y*p2x - p0x*p2y + (p2y - p0y)*px + (p0x - p2x)*py;
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const float t = p0x*p1y - p0y*p1x + (p0y - p1y)*px + (p1x - p0x)*py;
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const float u = p0y*p2x - p0x*p2y + (p2y - p0y)*px + (p0x - p2x)*py;
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const float v = p0x*p1y - p0y*p1x + (p0y - p1y)*px + (p1x - p0x)*py;
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if (s <= 0 || t <= 0)
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if (u <= 0 || v <= 0)
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return 0;
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// maybe inside; check for sure
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const float area = 0.5 *(-p1y*p2x + p0y*(-p1x + p2x) + p0x*(p1y - p2y) + p1x*p2y);
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if (s + t <= 2 * area)
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if (u + v >= 2 * t->area)
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return 0;
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// inside!
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if(0) fprintf(stderr, "%p: %f,%f inside %f,%f %f,%f %f,%f\n",
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t,
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px, py,
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p0x, p0y,
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p1x, p1y,
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p2x, p2y
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);
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return 1;
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}
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@ -788,11 +817,19 @@ tri_new(
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t->area = 0.5 *(-p1y*p2x + p0y*(-p1x + p2x) + p0x*(p1y - p2y) + p1x*p2y);
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// compute an average z-depth
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// this isn't exactly right, but close enough
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t->depth = (t->p[0].p[2] + t->p[1].p[2] + t->p[2].p[2]) / 3;
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// precompute the normal
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t->normal = v3_cross(
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v3_sub(t->p[1], t->p[0]),
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v3_sub(t->p[2], t->p[1])
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);
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// should we pre-compute the normal?
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// compute the bounding box for the triangle
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for(int j = 0 ; j < 3 ; j++)
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{
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t->min[j] = min(min(t->p[0].p[j], t->p[1].p[j]), t->p[2].p[j]);
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t->max[j] = max(max(t->p[0].p[j], t->p[1].p[j]), t->p[2].p[j]);
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}
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return t;
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}
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@ -811,7 +848,9 @@ tri_insert(
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if (!iter)
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break;
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if(iter->depth > t->depth)
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// check to see if our new triangle is closer than
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// the current triangle
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if(iter->min[2] > t->min[2])
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break;
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zlist = &(iter->next);
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@ -819,7 +858,6 @@ tri_insert(
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// either we reached the end of the list,
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// or we have found where our new triangle is sorted
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t->next = *zlist;
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*zlist = t;
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if (t->next)
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@ -832,11 +870,272 @@ tri_delete(tri_t * t)
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{
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if (t->next)
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t->next->prev = t->prev;
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if (t->prev)
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*(t->prev) = t->next;
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t->next = NULL;
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t->prev = NULL;
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free(t);
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}
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int
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tri_occluded(
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const tri_t * zlist,
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const tri_t * t
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)
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{
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for( const tri_t * t2 = zlist ; t2 ; t2 = t2->next )
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{
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if (t2 == t)
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continue;
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// if any of the points of t are outside of t2,
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// then t2 does not totally occlude t
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if (!tri_inside(t2, &t->p[0]))
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continue;
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if (!tri_inside(t2, &t->p[1]))
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continue;
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if (!tri_inside(t2, &t->p[2]))
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continue;
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// if any point of t2 is behind t, then it does not occlude
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// (might intersect, but we don't handle that)
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if (t2->min[2] > t->min[2])
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continue;
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// looks like we might be occluded
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return 1;
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}
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// probably not occluded
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return 0;
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}
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seg_t *
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seg_new(
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const v3_t p0,
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const v3_t p1
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)
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{
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seg_t * const s = calloc(1, sizeof(*s));
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if (!s)
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return NULL;
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s->p[0] = p0;
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s->p[1] = p1;
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s->src[0] = p0;
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s->src[1] = p1;
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s->next = NULL;
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return s;
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}
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/*
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int
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tri_line_intersect(
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const tri_t * zlist,
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const tri_t * t
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)
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{
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for( const tri_t * t2 = zlist ; t2 ; t2 = t2->next )
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{
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if (t2 == t)
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continue;
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for(int j = 0 ; j < 3 ; j++)
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{
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const v3_t * const p0 = &t->p[j].p;
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const v3_t * const p1 = &t->p[(j+1) % 3].p;
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*/
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/*
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* Recursive algorithm:
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* Given a line segment and a list of triangles,
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* find if the line segment crosses any triangle.
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* If it crosses a triangle the segment will be shortened
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* and an additional one might be created.
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* Recusively try intersecting the new segment (starting at the same triangle)
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* and then continue trying the shortened segment.
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*/
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void
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tri_seg_intersect(
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const tri_t * zlist,
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seg_t * s,
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seg_t ** slist_visible
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)
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{
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const float p0x = s->p[0].p[0];
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const float p0y = s->p[0].p[1];
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const float p0z = s->p[0].p[2];
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const float p1x = s->p[1].p[0];
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const float p1y = s->p[1].p[1];
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const float p1z = s->p[1].p[2];
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for( const tri_t * t = zlist ; t ; t = t->next )
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{
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// if the segment is closer than the triangle,
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// then we no longer have to check any further into
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// the zlist (it is sorted by depth).
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if (p0z < t->min[2] && p1z < t->min[2])
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break;
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#if 0
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// do a quick test of does this segment even comes
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// close to this triangle
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if (p0x < t->min[0] && p1x < t->min[0]
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&& p0y < t->min[1] && p1y < t->min[1])
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continue;
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if (p0x > t->max[0] && p1x > t->max[0]
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&& p0y > t->max[2] && p1y > t->max[2])
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continue;
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if (p0x < t->min[0] && p1x < t->min[0]
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&& p0y > t->max[2] && p1y > t->max[2])
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continue;
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if (p0x > t->max[0] && p1x > t->max[0]
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&& p0y < t->min[1] && p1y < t->min[1])
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continue;
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// make sure this isn't the same actual line
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if (v3_eq(&s->src[0], &t->p[0]) || v3_eq(&s->src[1], &t->p[1]))
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continue;
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if (v3_eq(&s->src[0], &t->p[1]) || v3_eq(&s->src[1], &t->p[2]))
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continue;
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if (v3_eq(&s->src[0], &t->p[2]) || v3_eq(&s->src[1], &t->p[0]))
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continue;
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#endif
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int inside0 = tri_inside(t, &s->p[0]);
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int inside1 = tri_inside(t, &s->p[1]);
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// if both are inside we discard this segment
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if (inside0 && inside1)
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return;
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// split the segment for each intersection with the
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// triangle segments and add it to the work queue.
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int intersections = 0;
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v3_t ix[3] = {};
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const float max_z = max(s->p[0].p[2], s->p[1].p[2]);
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for(int j = 0 ; j < 3 ; j++)
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{
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ix[j].p[2] = max_z;
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int rc = intersect(
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&s->p[0], &s->p[1],
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&t->p[j], &t->p[(j+1)%3],
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&ix[intersections].p[0], &ix[intersections].p[1]
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);
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if (!rc)
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continue;
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intersections++;
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}
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// if none of them intersect, we keep looking
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if (intersections == 0)
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continue;
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fprintf(stderr, "split %d %d inter %d\n", inside0 , inside1, intersections);
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if (intersections == 3)
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{
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fprintf(stderr, "uh, three intersections?\n");
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return;
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}
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if (intersections == 2)
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{
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if (inside0 || inside1)
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{
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fprintf(stderr, "uh, inside but two intersections?\n");
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return;
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}
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// we have to create a new segment
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// and shorten the existing segment
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// find the two intersections that we have
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// update the src field
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fprintf(stderr, "two intersections\n");
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const float d0 = v2_dist(s->p[0].p, ix[0].p);
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const float d1 = v2_dist(s->p[1].p, ix[0].p);
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seg_t * news;
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if (d0 < d1)
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{
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// split from p0 to ix0
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news = seg_new(s->p[0], ix[0]);
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news->src[1] = s->p[1];
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s->p[1] = ix[1];
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} else {
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// split from p0 to ix1
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news = seg_new(s->p[0], ix[1]);
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news->src[1] = s->p[1];
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s->p[1] = ix[0];
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}
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// recursively start splitting the new segment
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// starting at our current z-depth
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tri_seg_intersect(zlist, news, slist_visible);
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// continue splitting our current segment
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continue;
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}
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if (intersections == 1)
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{
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fprintf(stderr, "split %d %d\n", inside0, inside1);
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if (inside0)
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{
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// shorten it on the 0 side
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s->p[0] = ix[0];
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} else
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if (inside1)
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{
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// shorten it on the 1 side
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s->p[1] = ix[0];
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} else {
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fprintf(stderr, "uh, both outside but one intersection?\n");
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return;
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}
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}
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if(0) fprintf(stderr, "check: %.0f,%.0f -> %.0f,%.0f %.0f,%.0f %.0f,%.0f %.0f,%.0f\n",
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s->p[0].p[0],
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s->p[0].p[1],
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s->p[1].p[0],
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s->p[1].p[1],
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t->p[0].p[0],
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t->p[0].p[1],
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t->p[1].p[0],
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t->p[1].p[1],
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t->p[2].p[0],
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t->p[2].p[1]
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);
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//return;
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}
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// if we've reached here the segment is visible
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// and should be added to the visible list
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if(0) fprintf(stderr, "good: %.0f,%.0f,%.0f-> %.0f,%.0f,%.0f\n",
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s->p[0].p[0],
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s->p[0].p[1],
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s->p[0].p[2],
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s->p[1].p[0],
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s->p[1].p[1],
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s->p[1].p[2]
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);
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|
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s->next = *slist_visible;
|
||||
*slist_visible = s;
|
||||
}
|
||||
|
||||
|
||||
|
||||
int main(
|
||||
int argc,
|
||||
char ** argv
|
||||
@ -876,8 +1175,11 @@ int main(
|
||||
|
||||
int rejected = 0;
|
||||
tri_t * zlist = NULL;
|
||||
seg_t * slist = NULL;
|
||||
seg_t * slist_visible = NULL;
|
||||
|
||||
// transform the stl in place by the camera projection
|
||||
// transform the stl by the camera projection and generate
|
||||
// a z-sorted list of triangles
|
||||
for (int i = 0 ; i < num_triangles ; i++)
|
||||
{
|
||||
const stl_face_t * const stl = &stl_faces[i];
|
||||
@ -887,28 +1189,33 @@ int main(
|
||||
for(int j = 0 ; j < 3 ; j++)
|
||||
camera_project(cam, &stl->p[j], &s[j]);
|
||||
|
||||
// reject this face if any of them are behind us
|
||||
for(int j = 0 ; j < 3 ; j++)
|
||||
if (s[j].p[2] <= 0)
|
||||
tri_t * const tri = tri_new(s);
|
||||
|
||||
// reject this face if any of the vertices are behind us
|
||||
if (tri->min[2] < 0)
|
||||
goto reject;
|
||||
|
||||
// do a back-face cull to determine if this triangle
|
||||
// is not facing us. we have to determine the orientation
|
||||
// from the winding of the new projection
|
||||
v3_t normal = v3_cross(
|
||||
v3_sub(s[1], s[0]),
|
||||
v3_sub(s[2], s[1])
|
||||
);
|
||||
|
||||
if (normal.p[2] <= 0)
|
||||
if (tri->normal.p[2] <= 0)
|
||||
goto reject;
|
||||
|
||||
// it passes the first tests, so insert it into the list
|
||||
tri_t * const tri = tri_new(s);
|
||||
// it passes the first tests, so insert the triangle
|
||||
// into the list and the three line segments
|
||||
tri_insert(&zlist, tri);
|
||||
|
||||
for(int j = 0 ; j < 3 ; j++)
|
||||
{
|
||||
seg_t * s = seg_new(tri->p[j], tri->p[(j+1) % 3]);
|
||||
s->next = slist;
|
||||
slist = s;
|
||||
}
|
||||
|
||||
continue;
|
||||
|
||||
reject:
|
||||
tri_delete(tri);
|
||||
rejected++;
|
||||
}
|
||||
|
||||
@ -916,94 +1223,27 @@ reject:
|
||||
fprintf(stderr, "Rejected %d triangles\n", rejected);
|
||||
|
||||
// we now have a z-sorted list of triangles
|
||||
rejected = 0;
|
||||
|
||||
for( tri_t * t = zlist ; t ; t = t->next )
|
||||
// work on each segment, intersecting it with all of the triangles
|
||||
while(slist)
|
||||
{
|
||||
// check to see if this triangle is entirely occluded
|
||||
// by another triangle
|
||||
seg_t * s = slist;
|
||||
slist = s->next;
|
||||
|
||||
tri_seg_intersect(zlist, s, &slist_visible);
|
||||
|
||||
// draw each of the three lines
|
||||
for(int j = 0 ; j < 3 ; j++)
|
||||
svg_line("#FF0000", t->p[j].p, t->p[(j+1) % 3].p, 0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
#if 0
|
||||
face_t * const faces = stl2faces(stl_faces, num_triangles);
|
||||
|
||||
// we now have a graph that shows the connection between
|
||||
// all of the faces and their sizes. start trying to build
|
||||
// non-overlapping groups of them
|
||||
|
||||
poly_t origin = { };
|
||||
|
||||
float last_x = 0;
|
||||
float last_y = 0;
|
||||
|
||||
srand48(getpid());
|
||||
|
||||
int offset;
|
||||
|
||||
const char * const poly_offset = getenv("POLY");
|
||||
if (poly_offset)
|
||||
offset = atoi(poly_offset);
|
||||
else
|
||||
offset = lrand48();
|
||||
fprintf(stderr, "Starting at poly %d\n", offset % num_triangles);
|
||||
int group_count = 0;
|
||||
|
||||
for (int i = 0 ; i < num_triangles ; i++)
|
||||
// display all of the visible segments
|
||||
for(seg_t * s = slist_visible ; s ; s = s->next)
|
||||
{
|
||||
face_t * const f = &faces[(i+offset) % num_triangles];
|
||||
if (f->used)
|
||||
continue;
|
||||
poly_t g = {
|
||||
.face = f,
|
||||
.start_edge = 0,
|
||||
};
|
||||
poly_position(&g, &origin, 0, 0, 0);
|
||||
|
||||
// set the root of the new group
|
||||
poly_root = &g;
|
||||
poly_min[0] = poly_min[1] = 0;
|
||||
poly_max[0] = poly_max[1] = 0;
|
||||
|
||||
poly_t * iter = &g;
|
||||
int poly_count = 0;
|
||||
group_count++;
|
||||
|
||||
if (debug) fprintf(stderr, "****** %d: New group %p\n",
|
||||
group_count, poly_root);
|
||||
|
||||
while (iter)
|
||||
{
|
||||
poly_build(iter);
|
||||
iter = iter->work_next;
|
||||
poly_count++;
|
||||
svg_line("#FF0000", s->p[0].p, s->p[1].p, 0);
|
||||
}
|
||||
|
||||
fprintf(stderr, "group %d: %d triangles\n",
|
||||
group_count, poly_count);
|
||||
if (debug)
|
||||
fprintf(stderr, "Occluded %d triangles\n", rejected);
|
||||
|
||||
// todo: walk the generated polygon and attempt to add tabs
|
||||
// to edges where they fit
|
||||
|
||||
|
||||
// offset the poly so that it doesn't overlap the ones
|
||||
// we've already generated. only shift in Y.
|
||||
float off_x = last_x - poly_min[0];
|
||||
float off_y = last_y - poly_min[1];
|
||||
last_y = off_y + poly_max[1];
|
||||
|
||||
// \todo: generate lots of poly sets before we print
|
||||
// to find a minimal set. perhaps vary the search rules?
|
||||
|
||||
printf("<g transform=\"translate(%f %f)\">\n", off_x, off_y);
|
||||
poly_print(&g);
|
||||
printf("</g>\n");
|
||||
}
|
||||
#endif
|
||||
|
||||
printf("</g>\n");
|
||||
printf("</svg>\n");
|
||||
|
Loading…
Reference in New Issue
Block a user