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Diffstat (limited to 'extern/recastnavigation/Detour/Source/DetourCommon.cpp')
-rw-r--r--extern/recastnavigation/Detour/Source/DetourCommon.cpp244
1 files changed, 244 insertions, 0 deletions
diff --git a/extern/recastnavigation/Detour/Source/DetourCommon.cpp b/extern/recastnavigation/Detour/Source/DetourCommon.cpp
new file mode 100644
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+++ b/extern/recastnavigation/Detour/Source/DetourCommon.cpp
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+//
+// Copyright (c) 2009 Mikko Mononen memon@inside.org
+//
+// This software is provided 'as-is', without any express or implied
+// warranty. In no event will the authors be held liable for any damages
+// arising from the use of this software.
+// Permission is granted to anyone to use this software for any purpose,
+// including commercial applications, and to alter it and redistribute it
+// freely, subject to the following restrictions:
+// 1. The origin of this software must not be misrepresented; you must not
+// claim that you wrote the original software. If you use this software
+// in a product, an acknowledgment in the product documentation would be
+// appreciated but is not required.
+// 2. Altered source versions must be plainly marked as such, and must not be
+// misrepresented as being the original software.
+// 3. This notice may not be removed or altered from any source distribution.
+//
+
+#include <math.h>
+#include "DetourCommon.h"
+
+void closestPtPointTriangle(float* closest, const float* p,
+ const float* a, const float* b, const float* c)
+{
+ // Check if P in vertex region outside A
+ float ab[3], ac[3], ap[3];
+ vsub(ab, b, a);
+ vsub(ac, c, a);
+ vsub(ap, p, a);
+ float d1 = vdot(ab, ap);
+ float d2 = vdot(ac, ap);
+ if (d1 <= 0.0f && d2 <= 0.0f)
+ {
+ // barycentric coordinates (1,0,0)
+ vcopy(closest, a);
+ return;
+ }
+
+ // Check if P in vertex region outside B
+ float bp[3];
+ vsub(bp, p, b);
+ float d3 = vdot(ab, bp);
+ float d4 = vdot(ac, bp);
+ if (d3 >= 0.0f && d4 <= d3)
+ {
+ // barycentric coordinates (0,1,0)
+ vcopy(closest, b);
+ return;
+ }
+
+ // Check if P in edge region of AB, if so return projection of P onto AB
+ float vc = d1*d4 - d3*d2;
+ if (vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f)
+ {
+ // barycentric coordinates (1-v,v,0)
+ float v = d1 / (d1 - d3);
+ closest[0] = a[0] + v * ab[0];
+ closest[1] = a[1] + v * ab[1];
+ closest[2] = a[2] + v * ab[2];
+ return;
+ }
+
+ // Check if P in vertex region outside C
+ float cp[3];
+ vsub(cp, p, c);
+ float d5 = vdot(ab, cp);
+ float d6 = vdot(ac, cp);
+ if (d6 >= 0.0f && d5 <= d6)
+ {
+ // barycentric coordinates (0,0,1)
+ vcopy(closest, c);
+ return;
+ }
+
+ // Check if P in edge region of AC, if so return projection of P onto AC
+ float vb = d5*d2 - d1*d6;
+ if (vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f)
+ {
+ // barycentric coordinates (1-w,0,w)
+ float w = d2 / (d2 - d6);
+ closest[0] = a[0] + w * ac[0];
+ closest[1] = a[1] + w * ac[1];
+ closest[2] = a[2] + w * ac[2];
+ return;
+ }
+
+ // Check if P in edge region of BC, if so return projection of P onto BC
+ float va = d3*d6 - d5*d4;
+ if (va <= 0.0f && (d4 - d3) >= 0.0f && (d5 - d6) >= 0.0f)
+ {
+ // barycentric coordinates (0,1-w,w)
+ float w = (d4 - d3) / ((d4 - d3) + (d5 - d6));
+ closest[0] = b[0] + w * (c[0] - b[0]);
+ closest[1] = b[1] + w * (c[1] - b[1]);
+ closest[2] = b[2] + w * (c[2] - b[2]);
+ return;
+ }
+
+ // P inside face region. Compute Q through its barycentric coordinates (u,v,w)
+ float denom = 1.0f / (va + vb + vc);
+ float v = vb * denom;
+ float w = vc * denom;
+ closest[0] = a[0] + ab[0] * v + ac[0] * w;
+ closest[1] = a[1] + ab[1] * v + ac[1] * w;
+ closest[2] = a[2] + ab[2] * v + ac[2] * w;
+}
+
+bool intersectSegmentPoly2D(const float* p0, const float* p1,
+ const float* verts, int nverts,
+ float& tmin, float& tmax,
+ int& segMin, int& segMax)
+{
+ static const float EPS = 0.00000001f;
+
+ tmin = 0;
+ tmax = 1;
+ segMin = -1;
+ segMax = -1;
+
+ float dir[3];
+ vsub(dir, p1, p0);
+
+ for (int i = 0, j = nverts-1; i < nverts; j=i++)
+ {
+ float edge[3], diff[3];
+ vsub(edge, &verts[i*3], &verts[j*3]);
+ vsub(diff, p0, &verts[j*3]);
+ float n = vperp2D(edge, diff);
+ float d = -vperp2D(edge, dir);
+ if (fabs(d) < EPS)
+ {
+ // S is nearly parallel to this edge
+ if (n < 0)
+ return false;
+ else
+ continue;
+ }
+ float t = n / d;
+ if (d < 0)
+ {
+ // segment S is entering across this edge
+ if (t > tmin)
+ {
+ tmin = t;
+ segMin = j;
+ // S enters after leaving polygon
+ if (tmin > tmax)
+ return false;
+ }
+ }
+ else
+ {
+ // segment S is leaving across this edge
+ if (t < tmax)
+ {
+ tmax = t;
+ segMax = j;
+ // S leaves before entering polygon
+ if (tmax < tmin)
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+float distancePtSegSqr2D(const float* pt, const float* p, const float* q, float& t)
+{
+ float pqx = q[0] - p[0];
+ float pqz = q[2] - p[2];
+ float dx = pt[0] - p[0];
+ float dz = pt[2] - p[2];
+ float d = pqx*pqx + pqz*pqz;
+ t = pqx*dx + pqz*dz;
+ if (d > 0)
+ t /= d;
+ if (t < 0)
+ t = 0;
+ else if (t > 1)
+ t = 1;
+
+ dx = p[0] + t*pqx - pt[0];
+ dz = p[2] + t*pqz - pt[2];
+
+ return dx*dx + dz*dz;
+}
+
+void calcPolyCenter(float* tc, const unsigned short* idx, int nidx, const float* verts)
+{
+ tc[0] = 0.0f;
+ tc[1] = 0.0f;
+ tc[2] = 0.0f;
+ for (int j = 0; j < nidx; ++j)
+ {
+ const float* v = &verts[idx[j]*3];
+ tc[0] += v[0];
+ tc[1] += v[1];
+ tc[2] += v[2];
+ }
+ const float s = 1.0f / nidx;
+ tc[0] *= s;
+ tc[1] *= s;
+ tc[2] *= s;
+}
+
+inline float vdot2(const float* a, const float* b)
+{
+ return a[0]*b[0] + a[2]*b[2];
+}
+
+#include <stdio.h>
+
+bool closestHeightPointTriangle(const float* p, const float* a, const float* b, const float* c, float& h)
+{
+ float v0[3], v1[3], v2[3];
+ vsub(v0, c,a);
+ vsub(v1, b,a);
+ vsub(v2, p,a);
+
+ const float dot00 = vdot2(v0, v0);
+ const float dot01 = vdot2(v0, v1);
+ const float dot02 = vdot2(v0, v2);
+ const float dot11 = vdot2(v1, v1);
+ const float dot12 = vdot2(v1, v2);
+
+ // Compute barycentric coordinates
+ float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01);
+ float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
+ float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
+
+ // The (sloppy) epsilon is needed to allow to get height of points which
+ // are interpolated along the edges of the triangles.
+ static const float EPS = 1e-4f;
+
+ // If point lies inside the triangle, return interpolated ycoord.
+ if (u >= -EPS && v >= -EPS && (u+v) <= 1+EPS)
+ {
+ h = a[1] + v0[1]*u + v1[1]*v;
+ return true;
+ }
+
+ return false;
+}