Beispiel #1
0
	//-----------------------------------------------------------------------
	bool ConvexBody::operator == ( const ConvexBody& rhs ) const
	{
		if ( getPolygonCount() != rhs.getPolygonCount() )
			return false;

		// Compare the polygons. They may not be in correct order.
		// A correct convex body does not have identical polygons in its body.
		bool *bChecked = OGRE_ALLOC_T(bool, getPolygonCount(), MEMCATEGORY_SCENE_CONTROL);
		for ( size_t i=0; i<getPolygonCount(); ++i )
		{
			bChecked[ i ] = false;
		}

		for ( size_t i=0; i<getPolygonCount(); ++i )
		{
			bool bFound = false;

			for ( size_t j=0; j<getPolygonCount(); ++j )
			{
				const Polygon& pA = getPolygon( i );
				const Polygon& pB = rhs.getPolygon( j );

				if ( pA == pB )
				{
					bFound = true;
					bChecked[ i ] = true;
					break;
				}
			}

			if ( bFound == false )
			{
				OGRE_FREE(bChecked, MEMCATEGORY_SCENE_CONTROL);
				bChecked = 0;
				return false;
			}
		}

		for ( size_t i=0; i<getPolygonCount(); ++i )
		{
			if ( bChecked[ i ] != true )
			{
				OGRE_FREE(bChecked, MEMCATEGORY_SCENE_CONTROL);
				bChecked = 0;
				return false;
			}
		}

		OGRE_FREE(bChecked, MEMCATEGORY_SCENE_CONTROL);
		bChecked = 0;
		return true;
	}
Beispiel #2
0
	//-----------------------------------------------------------------------
	void ConvexBody::storeEdgesOfPolygon(size_t poly, Polygon::EdgeMap *edgeMap ) const
	{
		OgreAssert(poly <= getPolygonCount(), "Search position out of range" );
		OgreAssert( edgeMap != NULL, "TEdgeMap ptr is NULL" );

		mPolygons[poly]->storeEdges(edgeMap);
	}
Beispiel #3
0
	//-----------------------------------------------------------------------
	void ConvexBody::deletePolygon(size_t poly)
	{
		OgreAssert(poly < getPolygonCount(), "Search position out of range" );

		PolygonList::iterator it = mPolygons.begin();
		std::advance(it, poly);
		
		freePolygon(*it);
		mPolygons.erase(it);
	}
Beispiel #4
0
	//-----------------------------------------------------------------------
	Polygon::EdgeMap ConvexBody::getSingleEdges() const
	{
		Polygon::EdgeMap edgeMap;

		// put all edges of all polygons into a list every edge has to be
		// walked in each direction once	
		for ( size_t i = 0; i < getPolygonCount(); ++i )
		{
			const Polygon& p = getPolygon( i );

			for ( size_t j = 0; j < p.getVertexCount(); ++j )
			{
				const Vector3& a = p.getVertex( j );
				const Vector3& b = p.getVertex( ( j + 1 ) % p.getVertexCount() );

				edgeMap.insert( Polygon::Edge( a, b ) );
			}
		}

		// search corresponding parts
		Polygon::EdgeMap::iterator it;
		Polygon::EdgeMap::iterator itStart;
		Polygon::EdgeMap::const_iterator itEnd;
		while( !edgeMap.empty() )
		{
			it = edgeMap.begin(); ++it;	// start one element after itStart
			itStart = edgeMap.begin();	// the element to be compared with the others
			itEnd = edgeMap.end();		// beyond the last element
			
			bool bFound = false;

			for ( ; it != itEnd; ++it )
			{
				if (itStart->first.positionEquals(it->second) &&
					 itStart->second.positionEquals(it->first))
				{
					// erase itStart and it
					edgeMap.erase( it );
					edgeMap.erase( itStart );

					bFound = true;

					break; // found
				}
			}

			if ( bFound == false )
			{
				break;	// not all edges could be matched
						// body is not closed
			}
		}

		return edgeMap;
	}
Beispiel #5
0
	//-----------------------------------------------------------------------
	void ConvexBody::insertPolygon(Polygon* pdata, size_t poly )
	{
		OgreAssert(poly <= getPolygonCount(), "Insert position out of range" );
		OgreAssert( pdata != NULL, "Polygon is NULL" );

		PolygonList::iterator it = mPolygons.begin();
		std::advance(it, poly);

		mPolygons.insert( it, pdata );

	}
Beispiel #6
0
CoverageMapStorageResult CoverageRegion::checkRegion(OctreeProjectedPolygon* polygon, const BoundingBox& polygonBox, bool storeIt) {

    CoverageMapStorageResult result = DOESNT_FIT;

    if (_isRoot || _myBoundingBox.contains(polygonBox)) {
        result = NOT_STORED; // if we got here, then we DO fit...
        
        // only actually check the polygons if this polygon is in the covered bounds for this region
        if (!_currentCoveredBounds.contains(polygonBox)) {
            _regionSkips += _polygonCount;
        } else {
            // check to make sure this polygon isn't occluded by something at this level
            for (int i = 0; i < _polygonCount; i++) {
                OctreeProjectedPolygon* polygonAtThisLevel = _polygons[i];

                // Check to make sure that the polygon in question is "behind" the polygon in the list
                // otherwise, we don't need to test it's occlusion (although, it means we've potentially
                // added an item previously that may be occluded??? Is that possible? Maybe not, because two
                // voxels can't have the exact same outline. So one occludes the other, they can't both occlude
                // each other.
                
                _occlusionTests++;
                if (polygonAtThisLevel->occludes(*polygon)) {
                    // if the polygonAtThisLevel is actually behind the one we're inserting, then we don't
                    // want to report our inserted one as occluded, but we do want to add our inserted one.
                    if (polygonAtThisLevel->getDistance() >= polygon->getDistance()) {
                        _outOfOrderPolygon++;
                        if (storeIt) {
                            if (polygon->getBoundingBox().area() > CoverageMap::MINIMUM_POLYGON_AREA_TO_STORE) {
                                if (getPolygonCount() < MAX_POLYGONS_PER_REGION) {
                                    storeInArray(polygon);
                                    return STORED;
                                } else {
                                    CoverageRegion::_regionFullSkips++;
                                    return NOT_STORED;
                                }
                            } else {
                                _tooSmallSkips++;
                                return NOT_STORED;
                            }
                        } else {
                            return NOT_STORED;
                        }
                    }
                    // this polygon is occluded by a closer polygon, so don't store it, and let the caller know
                    return OCCLUDED;
                }
            }
        }
    }
    return result;
}
Beispiel #7
0
	//-----------------------------------------------------------------------
	AxisAlignedBox ConvexBody::getAABB( void ) const
	{
		AxisAlignedBox aab;

		for ( size_t i = 0; i < getPolygonCount(); ++i )
		{
			for ( size_t j = 0; j < getVertexCount( i ); ++j )
			{
				aab.merge( getVertex( i, j ) );
			}
		}

		return aab;
	}
Beispiel #8
0
	//-----------------------------------------------------------------------
	void ConvexBody::setPolygon(Polygon* pdata, size_t poly)
	{
		OgreAssert(poly < getPolygonCount(), "Search position out of range" );
		OgreAssert(pdata != NULL, "Polygon is NULL" );

		if (pdata != mPolygons[poly])
		{
			// delete old polygon
			freePolygon(mPolygons[ poly ]);

			// set new polygon
			mPolygons[poly] = pdata;
		}
	}
Beispiel #9
0
	//-----------------------------------------------------------------------
	Polygon* ConvexBody::unlinkPolygon(size_t poly)
	{
		OgreAssert( poly >= 0 && poly < getPolygonCount(), "Search position out of range" );

		PolygonList::iterator it = mPolygons.begin();
		std::advance(it, poly);

		// safe address
		Polygon *pRet = *it;
		
		// delete entry
		mPolygons.erase(it);	

		// return polygon pointer

		return pRet;
	}
Beispiel #10
0
	//-----------------------------------------------------------------------
	bool ConvexBody::operator == ( const ConvexBody& rhs ) const
	{
		if ( getPolygonCount() != rhs.getPolygonCount() )
			return false;

		// Compare the polygons. They may not be in correct order.
		// A correct convex body does not have identical polygons in its body.
		bool *bChecked = new bool[ getPolygonCount() ];
		for ( size_t i=0; i<getPolygonCount(); ++i )
		{
			bChecked[ i ] = false;
		}

		for ( size_t i=0; i<getPolygonCount(); ++i )
		{
			bool bFound = false;

			for ( size_t j=0; j<getPolygonCount(); ++j )
			{
				const Polygon& pA = getPolygon( i );
				const Polygon& pB = rhs.getPolygon( j );

				if ( pA == pB )
				{
					bFound = true;
					bChecked[ i ] = true;
					break;
				}
			}

			if ( bFound == false )
			{
				OGRE_DELETE_ARRAY( bChecked );
				return false;
			}
		}

		for ( size_t i=0; i<getPolygonCount(); ++i )
		{
			if ( bChecked[ i ] != true )
			{
				OGRE_DELETE_ARRAY( bChecked );
				return false;
			}
		}

		OGRE_DELETE_ARRAY( bChecked );
		return true;
	}
Beispiel #11
0
	//-----------------------------------------------------------------------
	void ConvexBody::clip( const Plane& pl, bool keepNegative )
	{
		if ( getPolygonCount() == 0 )
			return;

		// current will be used as the reference body
		ConvexBody current;
		current.moveDataFromBody(*this);
		
		OgreAssert( this->getPolygonCount() == 0, "Body not empty!" );
		OgreAssert( current.getPolygonCount() != 0, "Body empty!" );

		// holds all intersection edges for the different polygons
		Polygon::EdgeMap intersectionEdges;

		// clip all polygons by the intersection plane
		// add only valid or intersected polygons to *this
		for ( size_t iPoly = 0; iPoly < current.getPolygonCount(); ++iPoly )
		{

			// fetch vertex count and ignore polygons with less than three vertices
			// the polygon is not valid and won't be added
			const size_t vertexCount = current.getVertexCount( iPoly );
			if ( vertexCount < 3 )
				continue;

			// current polygon
			const Polygon& p = current.getPolygon( iPoly );

			// the polygon to assemble
			Polygon *pNew = allocatePolygon();

			// the intersection polygon (indeed it's an edge or it's empty)
			Polygon *pIntersect = allocatePolygon();
			
			// check if polygons lie inside or outside (or on the plane)
			// for each vertex check where it is situated in regard to the plane
			// three possibilities appear:
			Plane::Side clipSide = keepNegative ? Plane::POSITIVE_SIDE : Plane::NEGATIVE_SIDE;
			// - side is clipSide: vertex will be clipped
			// - side is !clipSide: vertex will be untouched
			// - side is NOSIDE:   vertex will be untouched
			Plane::Side *side = OGRE_ALLOC_T(Plane::Side, vertexCount, MEMCATEGORY_SCENE_CONTROL);
			for ( size_t iVertex = 0; iVertex < vertexCount; ++iVertex )
			{
				side[ iVertex ] = pl.getSide( p.getVertex( iVertex ) );
			}

			// now we check the side combinations for the current and the next vertex
			// four different combinations exist:
			// - both points inside (or on the plane): keep the second (add it to the body)
			// - both points outside: discard both (don't add them to the body)
			// - first vertex is inside, second is outside: add the intersection point
			// - first vertex is outside, second is inside: add the intersection point, then the second
			for ( size_t iVertex = 0; iVertex < vertexCount; ++iVertex )
			{
				// determine the next vertex
				size_t iNextVertex = ( iVertex + 1 ) % vertexCount;

				const Vector3& vCurrent = p.getVertex( iVertex );
				const Vector3& vNext    = p.getVertex( iNextVertex );

				// case 1: both points inside (store next)
				if ( side[ iVertex ]     != clipSide &&		// NEGATIVE or NONE
					 side[ iNextVertex ] != clipSide )		// NEGATIVE or NONE
				{
					// keep the second
					pNew->insertVertex( vNext );
				}

				// case 3: inside -> outside (store intersection)
				else if ( side[ iVertex ]		!= clipSide &&
						  side[ iNextVertex ]	== clipSide )
				{
					// Do an intersection with the plane. We use a ray with a start point and a direction.
					// The ray is forced to hit the plane with any option available (eigher current or next
					// is the starting point)

					// intersect from the outside vertex towards the inside one
					Vector3 vDirection = vCurrent - vNext;
					vDirection.normalise();
					Ray ray( vNext, vDirection );
					std::pair< bool, Real > intersect = ray.intersects( pl );

					// store intersection
					if ( intersect.first )
					{
						// convert distance to vector
						Vector3 vIntersect = ray.getPoint( intersect.second );	

						// store intersection
						pNew->insertVertex( vIntersect );
						pIntersect->insertVertex( vIntersect );
					}
				}

				// case 4: outside -> inside (store intersection, store next)
				else if ( side[ iVertex ]		== clipSide &&
					side[ iNextVertex ]			!= clipSide )
				{
					// Do an intersection with the plane. We use a ray with a start point and a direction.
					// The ray is forced to hit the plane with any option available (eigher current or next
					// is the starting point)

					// intersect from the outside vertex towards the inside one
					Vector3 vDirection = vNext - vCurrent;
					vDirection.normalise();
					Ray ray( vCurrent, vDirection );
					std::pair< bool, Real > intersect = ray.intersects( pl );

					// store intersection
					if ( intersect.first )
					{
						// convert distance to vector
						Vector3 vIntersect = ray.getPoint( intersect.second );

						// store intersection
						pNew->insertVertex( vIntersect );
						pIntersect->insertVertex( vIntersect );
					}

					pNew->insertVertex( vNext );

				}
				// else:
				// case 2: both outside (do nothing)
					
			}

			// insert the polygon only, if at least three vertices are present
			if ( pNew->getVertexCount() >= 3 )
			{
				// in case there are double vertices, remove them
				pNew->removeDuplicates();

				// in case there are still at least three vertices, insert the polygon
				if ( pNew->getVertexCount() >= 3 )
				{
					this->insertPolygon( pNew );
				}
				else
				{
					// delete pNew because it's empty or invalid
					freePolygon(pNew);
					pNew = 0;
				}
			}
			else
			{
				// delete pNew because it's empty or invalid
				freePolygon(pNew);
				pNew = 0;
			}

			// insert intersection polygon only, if there are two vertices present
			if ( pIntersect->getVertexCount() == 2 )
			{
				intersectionEdges.insert( Polygon::Edge( pIntersect->getVertex( 0 ),
														  pIntersect->getVertex( 1 ) ) );
			}

			// delete intersection polygon
			// vertices were copied (if there were any)
			freePolygon(pIntersect);
			pIntersect = 0;

			// delete side info
			OGRE_FREE(side, MEMCATEGORY_SCENE_CONTROL);
			side = 0;
		}

		// if the polygon was partially clipped, close it
		// at least three edges are needed for a polygon
		if ( intersectionEdges.size() >= 3 )
		{
			Polygon *pClosing = allocatePolygon();

			// Analyze the intersection list and insert the intersection points in ccw order
			// Each point is twice in the list because of the fact that we have a convex body
			// with convex polygons. All we have to do is order the edges (an even-odd pair)
			// in a ccw order. The plane normal shows us the direction.
			Polygon::EdgeMap::iterator it = intersectionEdges.begin();

			// check the cross product of the first two edges
			Vector3 vFirst  = it->first;
			Vector3 vSecond = it->second;

			// remove inserted edge
			intersectionEdges.erase( it );

			Vector3 vNext;

			// find mating edge
			if (findAndEraseEdgePair(vSecond, intersectionEdges, vNext))
			{
				// detect the orientation
				// the polygon must have the same normal direction as the plane and then n
				Vector3 vCross = ( vFirst - vSecond ).crossProduct( vNext - vSecond );
				bool frontside = ( pl.normal ).directionEquals( vCross, Degree( 1 ) );

				// first inserted vertex
				Vector3 firstVertex;
				// currently inserted vertex
				Vector3 currentVertex;
				// direction equals -> front side (walk ccw)
				if ( frontside )
				{
					// start with next as first vertex, then second, then first and continue with first to walk ccw
					pClosing->insertVertex( vNext );
					pClosing->insertVertex( vSecond );
					pClosing->insertVertex( vFirst );
					firstVertex		= vNext;
					currentVertex	= vFirst;

				#ifdef _DEBUG_INTERSECTION_LIST
					std::cout << "Plane: n=" << pl.normal << ", d=" << pl.d << std::endl;
					std::cout << "First inserted vertex: " << *next << std::endl;
					std::cout << "Second inserted vertex: " << *vSecond << std::endl;
					std::cout << "Third inserted vertex: " << *vFirst << std::endl;
				#endif
				}
				// direction does not equal -> back side (walk cw)
				else
				{
					// start with first as first vertex, then second, then next and continue with next to walk ccw
					pClosing->insertVertex( vFirst );
					pClosing->insertVertex( vSecond );
					pClosing->insertVertex( vNext );
					firstVertex		= vFirst;
					currentVertex	= vNext;

					#ifdef _DEBUG_INTERSECTION_LIST
						std::cout << "Plane: n=" << pl.normal << ", d=" << pl.d << std::endl;
						std::cout << "First inserted vertex: " << *vFirst << std::endl;
						std::cout << "Second inserted vertex: " << *vSecond << std::endl;
						std::cout << "Third inserted vertex: " << *next << std::endl;
					#endif
				}

				// search mating edges that have a point in common
				// continue this operation as long as edges are present
				while ( !intersectionEdges.empty() )
				{

					if (findAndEraseEdgePair(currentVertex, intersectionEdges, vNext))
					{
						// insert only if it's not the last (which equals the first) vertex
						if ( !intersectionEdges.empty() )
						{
							currentVertex = vNext;
							pClosing->insertVertex( vNext );
						}
					}
					else
					{
						// degenerated...
						break;
					}

				} // while intersectionEdges not empty

				// insert polygon (may be degenerated!)
				this->insertPolygon( pClosing );

			}
			// mating intersection edge NOT found!
			else
			{
				freePolygon(pClosing);
			}

		} // if intersectionEdges contains more than three elements
	}
Beispiel #12
0
	//-----------------------------------------------------------------------
	void ConvexBody::mergePolygons( void )
	{
		// Merge all polygons that lay in the same plane as one big polygon.
		// A convex body does not have two separate regions (separated by polygons
		// with different normals) where the same normal occurs, so we can simply
		// search all similar normals of a polygon. Two different options are 
		// possible when the normals fit:
		// - the two polygons are neighbors
		// - the two polygons aren't neighbors (but a third, fourth,.. polygon lays
		//   in between)

		// Signals if the body holds polygons which aren't neighbors but have the same
		// normal. That means another step has to be processed.
		bool bDirty = false;

		for ( size_t iPolyA = 0; iPolyA < getPolygonCount(); ++iPolyA )
		{
			// ??
			OgreAssert( iPolyA >= 0, "strange..." );

			for ( size_t iPolyB = iPolyA+1; iPolyB < getPolygonCount(); ++iPolyB )
			{
				const Vector3& n1 = getNormal( iPolyA );
				const Vector3& n2 = getNormal( iPolyB );

				// if the normals point into the same direction
				if ( n1.directionEquals( n2, Radian( Degree( 0.00001 ) ) )  )
				{
					// indicates if a neighbor has been found and joined
					bool bFound = false;

					// search the two fitting vertices (if there are any) for the common edge
					const size_t numVerticesA = getVertexCount( iPolyA );
					for ( size_t iVertexA = 0; iVertexA < numVerticesA; ++iVertexA )
					{
						const size_t numVerticesB = getVertexCount( iPolyB );
						for ( size_t iVertexB = 0; iVertexB < numVerticesB; ++iVertexB )
						{
							const Vector3& aCurrent	= getVertex( iPolyA, iVertexA );
							const Vector3& aNext		= getVertex( iPolyA, (iVertexA + 1) % getVertexCount( iPolyA ) );
							const Vector3& bCurrent	= getVertex( iPolyB, iVertexB );
							const Vector3& bNext		= getVertex( iPolyB, (iVertexB + 1) % getVertexCount( iPolyB ) );

							// if the edge is the same the current vertex of A has to be equal to the next of B and the other
							// way round
							if ( aCurrent.positionEquals(bNext) &&
								 bCurrent.positionEquals(aNext))
							{
								// polygons are neighbors, assemble new one
								Polygon *pNew = allocatePolygon();

								// insert all vertices of A up to the join (including the common vertex, ignoring
								// whether the first vertex of A may be a shared vertex)
								for ( size_t i = 0; i <= iVertexA; ++i )
								{
									pNew->insertVertex( getVertex( iPolyA, i%numVerticesA ) );
								}

								// insert all vertices of B _after_ the join to the end
								for ( size_t i = iVertexB + 2; i < numVerticesB; ++i )
								{
									pNew->insertVertex( getVertex( iPolyB, i ) );
								}

								// insert all vertices of B from the beginning up to the join (including the common vertex
								// and excluding the first vertex if the first is part of the shared edge)
								for ( size_t i = 0; i <= iVertexB; ++i )
								{
									pNew->insertVertex( getVertex( iPolyB, i%numVerticesB ) );
								}

								// insert all vertices of A _after_ the join to the end
								for ( size_t i = iVertexA + 2; i < numVerticesA; ++i )
								{
									pNew->insertVertex( getVertex( iPolyA, i ) );
								}

								// in case there are double vertices (in special cases), remove them
								for ( size_t i = 0; i < pNew->getVertexCount(); ++i )
								{
									const Vector3& a = pNew->getVertex( i );
									const Vector3& b = pNew->getVertex( (i + 1) % pNew->getVertexCount() );

									// if the two vertices are the same...
									if (a.positionEquals(b))
									{
										// remove a
										pNew->deleteVertex( i );

										// decrement counter
										--i;
									}
								}

								// delete the two old ones
								OgreAssert( iPolyA != iPolyB, "PolyA and polyB are the same!" );
								
								// polyB is always higher than polyA, so delete polyB first
								deletePolygon( iPolyB );
								deletePolygon( iPolyA );

								// continue with next (current is deleted, so don't jump to the next after the next)
								--iPolyA;
								--iPolyB;

								// insert new polygon
								insertPolygon( pNew );

								bFound = true;
								break;
							}
						}
						
						if ( bFound )
						{
							break;
						}
					}

					if ( bFound == false )
					{
						// there are two polygons available with the same normal direction, but they
						// could not be merged into one single because of no shared edge
						bDirty = true;
						break;
					}
				}
			}
		}

		// recursion to merge the previous non-neighbors
		if ( bDirty )
		{
			mergePolygons();
		}
	}
Beispiel #13
0
	//-----------------------------------------------------------------------
	size_t ConvexBody::getVertexCount( size_t poly ) const
	{
		OgreAssert(poly < getPolygonCount(), "Search position out of range" );
		
		return mPolygons[ poly ]->getVertexCount();
	}
Beispiel #14
0
	//-----------------------------------------------------------------------
	const Vector3& ConvexBody::getVertex(size_t poly, size_t vertex) const
	{
		OgreAssert( poly >= 0 && poly < getPolygonCount(), "Search position out of range" );
		
		return mPolygons[poly]->getVertex(vertex);
	}
Beispiel #15
0
	//-----------------------------------------------------------------------
	void ConvexBody::setVertex(size_t poly, const Vector3& vdata, size_t vertex)
	{
		OgreAssert(poly < getPolygonCount(), "Search position out of range");
		
		mPolygons[poly]->setVertex(vdata, vertex);
	}
Beispiel #16
0
	//-----------------------------------------------------------------------
	const Vector3& ConvexBody::getNormal( size_t poly )
	{
		OgreAssert( poly >= 0 && poly < getPolygonCount(), "Search position out of range" );
		
		return mPolygons[ poly ]->getNormal();
	}
Beispiel #17
0
	//-----------------------------------------------------------------------
	const Polygon& ConvexBody::getPolygon(size_t poly) const
	{
		OgreAssert(poly < getPolygonCount(), "Search position out of range");

		return *mPolygons[poly];
	}
Beispiel #18
0
	//-----------------------------------------------------------------------
	void ConvexBody::deleteVertex(size_t poly, size_t vertex)
	{
		OgreAssert(poly < getPolygonCount(), "Search position out of range" );

		mPolygons[poly]->deleteVertex(vertex);
	}
Beispiel #19
0
	//-----------------------------------------------------------------------
	void ConvexBody::extend(const Vector3& pt)
	{
		// Erase all polygons facing towards the point. For all edges that
		// are not removed twice (once in AB and once BA direction) build a
		// convex polygon (triangle) with the point.
		Polygon::EdgeMap edgeMap;

		for ( size_t i = 0; i < getPolygonCount(); ++i )
		{
			const Vector3& normal = getNormal( i );
			// direction of the point in regard to the polygon
			// the polygon is planar so we can take an arbitrary vertex
			Vector3 ptDir  = pt - getVertex( i, 0 );
			ptDir.normalise();

			// remove polygon if dot product is greater or equals null.
			if ( normal.dotProduct( ptDir ) >= 0 )
			{
				// store edges (copy them because if the polygon is deleted
				// its vertices are also deleted)
				storeEdgesOfPolygon( i, &edgeMap );

				// remove polygon
				deletePolygon( i );

				// decrement iterator because of deleted polygon
				--i; 
			}
		}

		// point is already a part of the hull (point lies inside)
		if ( edgeMap.empty() )
			return;

		// remove the edges that are twice in the list (once from each side: AB,BA)

		Polygon::EdgeMap::iterator it;
		// iterate from first to the element before the last one
		for (Polygon::EdgeMap::iterator itStart = edgeMap.begin(); 
			itStart != edgeMap.end(); )
		{
			// compare with iterator + 1 to end
			// don't need to skip last entry in itStart since omitted in inner loop
			it = itStart;
			++it;

			bool erased = false;
			// iterate from itStart+1 to the element before the last one
			for ( ; it != edgeMap.end(); ++it )
			{	
				if (itStart->first.positionEquals(it->second) &&
					 itStart->second.positionEquals(it->first))
				{
					edgeMap.erase(it);
					// increment itStart before deletion (iterator invalidation)
					Polygon::EdgeMap::iterator delistart = itStart++;
					edgeMap.erase(delistart);
					erased = true;

					break; // found and erased
				}
			}
			// increment itStart if we didn't do it when erasing
			if (!erased)
				++itStart;

		}

		// use the remaining edges to build triangles with the point
		// the vertices of the edges are in ccw order (edgePtA-edgePtB-point
		// to form a ccw polygon)
		while ( !edgeMap.empty() )
		{
			Polygon::EdgeMap::iterator mapIt = edgeMap.begin();

			// build polygon it.first, it.second, point
			Polygon *p = allocatePolygon();

			p->insertVertex(mapIt->first);
			p->insertVertex(mapIt->second);

			p->insertVertex( pt );
			// attach polygon to body
			insertPolygon( p );

			// erase the vertices from the list
			// pointers are now held by the polygon
			edgeMap.erase( mapIt );
		}
	}
Beispiel #20
0
	//-----------------------------------------------------------------------
	void ConvexBody::insertVertex(size_t poly, const Vector3& vdata)
	{
		OgreAssert(poly < getPolygonCount(), "Search position (polygon) out of range" );

		mPolygons[poly]->insertVertex(vdata);
	}