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Diffstat (limited to 'extern/recastnavigation/Detour/Source/DetourCommon.cpp')
-rw-r--r-- | extern/recastnavigation/Detour/Source/DetourCommon.cpp | 244 |
1 files changed, 0 insertions, 244 deletions
diff --git a/extern/recastnavigation/Detour/Source/DetourCommon.cpp b/extern/recastnavigation/Detour/Source/DetourCommon.cpp deleted file mode 100644 index e55ce5e6351..00000000000 --- a/extern/recastnavigation/Detour/Source/DetourCommon.cpp +++ /dev/null @@ -1,244 +0,0 @@ -// -// 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; -} |