コード例 #1
0
	//-----------------------------------------------------------------------
	void FocusedShadowCameraSetup::calculateLVS(const SceneManager& sm, const Camera& cam, 
		const Light& light, const AxisAlignedBox& sceneBB, PointListBody *out_LVS) const
	{
		ConvexBody bodyLVS;

		// init body with view frustum
		bodyLVS.define(cam);

		// clip the body with the light frustum (point + spot)
		// for a directional light the space of the intersected
		// view frustum and sceneBB is always lighted and in front
		// of the viewer.
		if (light.getType() != Light::LT_DIRECTIONAL)
		{
			// clip with the light frustum
			// set up light camera to clip the resulting frustum
			if (!mLightFrustumCameraCalculated)
			{
				calculateShadowMappingMatrix(sm, cam, light, NULL, NULL, mLightFrustumCamera);
				mLightFrustumCameraCalculated = true;
			}
			bodyLVS.clip(*mLightFrustumCamera);
		}

		// clip the body with the scene bounding box
		bodyLVS.clip(sceneBB);

		// extract bodyLVS vertices
		out_LVS->build(bodyLVS);
	}
コード例 #2
0
ファイル: NTUJ 1076.cpp プロジェクト: allem40306/Judge
int main() {
	int i;
	while (scanf("%d",&hull.n), hull.n) {
		for (i = 0; i < hull.n; i++) scanf("%lf%lf%lf", &hull.P[i].x, &hull.P[i].y, &hull.P[i].z);
		hull.convex_hull();
		printf("%.2lf\n", hull.volume());
	}
}
コード例 #3
0
	//-----------------------------------------------------------------------
	ConvexBody::ConvexBody( const ConvexBody& cpy )
	{
		for ( size_t i = 0; i < cpy.getPolygonCount(); ++i )
		{
			Polygon *p = allocatePolygon();
			*p = cpy.getPolygon( i );
			mPolygons.push_back( p );
		}
	}
コード例 #4
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;
	}
コード例 #5
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;
	}
コード例 #6
0
	//-----------------------------------------------------------------------
	void FocusedShadowCameraSetup::PointListBody::buildAndIncludeDirection(
		const ConvexBody& body, Real extrudeDist, const Vector3& dir)
	{
		// reset point list
		this->reset();

		// intersect the rays formed by the points in the list with the given direction and
		// insert them into the list

		const size_t polyCount = body.getPolygonCount();
		for (size_t iPoly = 0; iPoly < polyCount; ++iPoly)
		{

			// store the old inserted point and plane info
			// if the currently processed point hits a different plane than the previous point an 
			// intersection point is calculated that lies on the two planes' intersection edge

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

			size_t pointCount = p.getVertexCount();
			for (size_t iPoint = 0; iPoint < pointCount ; ++iPoint)
			{
				// base point
				const Vector3& pt = p.getVertex(iPoint);

				// add the base point
				this->addPoint(pt);

				// intersection ray
				Ray ray(pt, dir);

				const Vector3 ptIntersect = ray.getPoint(extrudeDist);
				this->addPoint(ptIntersect);

			} // for: polygon point iteration

		} // for: polygon iteration
	}
コード例 #7
0
	//-----------------------------------------------------------------------
	void ConvexBody::clip(const ConvexBody& body)
	{
		if ( this == &body )
			return;

		// for each polygon; clip 'this' with each plane of 'body'
		// front vertex representation is ccw

		Plane pl;

		for ( size_t iPoly = 0; iPoly < body.getPolygonCount(); ++iPoly )
		{
			const Polygon& p = body.getPolygon( iPoly );

			OgreAssert( p.getVertexCount() >= 3, "A valid polygon must contain at least three vertices." );

			// set up plane with first three vertices of the polygon (a polygon is always planar)
			pl.redefine( p.getVertex( 0 ), p.getVertex( 1 ), p.getVertex( 2 ) );

			clip(pl);
		}
	}
コード例 #8
0
	//-----------------------------------------------------------------------
	void FocusedShadowCameraSetup::PointListBody::build(const ConvexBody& body, bool filterDuplicates)
	{
		// erase list
		mBodyPoints.clear();

		// Try to reserve a representative amount of memory
		mBodyPoints.reserve(body.getPolygonCount() * 6);

		// build new list
		for (size_t i = 0; i < body.getPolygonCount(); ++i)
		{
			for (size_t j = 0; j < body.getVertexCount(i); ++j)
			{
				const Vector3 &vInsert = body.getVertex(i, j);

				// duplicates allowed?
				if (filterDuplicates)
				{
					bool bPresent = false;

					for(Polygon::VertexList::iterator vit = mBodyPoints.begin();
						vit != mBodyPoints.end(); ++vit)
					{
						const Vector3& v = *vit;

						if (vInsert.positionEquals(v))
						{
							bPresent = true;
							break;
						}
					}

					if (bPresent == false)
					{
						mBodyPoints.push_back(body.getVertex(i, j));
					}
				}

				// else insert directly
				else
				{
					mBodyPoints.push_back(body.getVertex(i, j));
				}
			}
		}

		// update AAB
		// no points altered, so take body AAB
		mAAB = body.getAABB();
	}
コード例 #9
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
	}