DarkPlaces
Game engine based on the Quake 1 engine by id Software, developed by LadyHavoc
 
convex.c
Go to the documentation of this file.
1/*
2Copyright (c) 2022 Ashley Rose Hale (LadyHavoc)
3
4Permission is hereby granted, free of charge, to any person obtaining a copy
5of this software and associated documentation files (the "Software"), to deal
6in the Software without restriction, including without limitation the rights
7to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
8copies of the Software, and to permit persons to whom the Software is
9furnished to do so, subject to the following conditions:
10
11The above copyright notice and this permission notice shall be included in
12all copies or substantial portions of the Software.
13
14THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
17AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
19OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
20THE SOFTWARE.
21*/
22
23#include <math.h>
24#include "convex.h"
25
27{
28 b->numcorners = 0;
29 b->numfaces = 0;
30 b->epsilon = 0.0f;
31}
32
33// this is a variant of QuickHull that relies on the caller to provide points
34// in a reasonable order - the result will be the same regardless of point order
35// but it's more efficient if the furthest points are provided first
36//
37// this could be a little more efficient if we kept track of edges during the
38// build, but I think it may be more numerically stable this way
40{
41 int i, j, l;
42 convex_corner_t corner;
43 unsigned char removedcorner[CONVEX_MAX_CORNERS];
44 unsigned char removedface[CONVEX_MAX_FACES];
45
46 // we can't add any new points after max generations is reached
47 if (b->numcorners > CONVEX_MAX_CORNERS - 1 || b->numfaces > CONVEX_MAX_FACES - b->numcorners - 2)
48 return;
49
50 // make a corner struct with the same layout we expect to use for vector ops
51 corner.x = x;
52 corner.y = y;
53 corner.z = z;
54 corner.w = 1.0f;
55
56 float epsilon = b->epsilon;
57
58 // add the new corner to the bounding box
59 if (b->numcorners == 0)
60 {
61 b->extents[0][0] = corner.x;
62 b->extents[0][1] = corner.y;
63 b->extents[0][2] = corner.z;
64 b->extents[1][0] = corner.x;
65 b->extents[1][1] = corner.y;
66 b->extents[1][2] = corner.z;
67 }
68 else
69 {
70 if (b->extents[0][0] > corner.x)
71 b->extents[0][0] = corner.x;
72 if (b->extents[0][1] > corner.y)
73 b->extents[0][1] = corner.y;
74 if (b->extents[0][2] > corner.z)
75 b->extents[0][2] = corner.z;
76 if (b->extents[1][0] < corner.x)
77 b->extents[1][0] = corner.x;
78 if (b->extents[1][1] < corner.y)
79 b->extents[1][1] = corner.y;
80 if (b->extents[1][2] < corner.z)
81 b->extents[1][2] = corner.z;
82 }
83
84 if (b->numfaces > 0)
85 {
86 // determine which faces will be inside the resulting solid
87 for (i = 0; i < b->numfaces; i++)
88 {
89 convex_face_t* f = b->faces + i;
90 // face will be removed if it places this corner outside the solid
91 removedface[i] = (f->x * corner.x + f->y * corner.y + f->z * corner.z + f->w * corner.w) > epsilon;
92 }
93
94 // scan for removed faces
95 for (i = 0; i < b->numfaces; i++)
96 if (removedface[i])
97 break;
98
99 // exit early if point is completely inside the solid
100 if (i == b->numfaces)
101 return;
102
103 // garbage collect the removed faces
104 for (j = i + 1; j < b->numfaces; j++)
105 if (!removedface[j])
106 b->faces[i++] = b->faces[j];
107 b->numfaces = i;
108 }
109
110 // iterate active corners to create replacement faces using the new corner
111 for (i = 0; i < b->numcorners; i++)
112 {
113 convex_corner_t ca = b->corners[i];
114 for (j = 0; j < b->numcorners; j++)
115 {
116 // using the same point twice would make a degenerate plane
117 if (i == j)
118 continue;
119 convex_corner_t cb = b->corners[j];
120 // calculate the edge directions
121 convex_corner_t d, e;
122 convex_face_t face;
123 d.x = ca.x - cb.x;
124 d.y = ca.y - cb.y;
125 d.z = ca.z - cb.z;
126 d.w = 0.0f;
127 e.x = corner.x - cb.x;
128 e.y = corner.y - cb.y;
129 e.z = corner.z - cb.z;
130 e.w = 0.0f;
131 // cross product to produce a normal; this is not unit length,
132 // its length is the volume of the triangle *2
133 face.x = d.y * e.z - d.z * e.y;
134 face.y = d.z * e.x - d.x * e.z;
135 face.z = d.x * e.y - d.y * e.x;
136 float len2 = face.x * face.x + face.y * face.y + face.z * face.z;
137 if (len2 == 0.0f)
138 {
139 // we can't do anything with a degenerate plane
140 continue;
141 }
142 // normalize the plane normal
143 float inv = 1.0f / sqrt(len2);
144 face.x *= inv;
145 face.y *= inv;
146 face.z *= inv;
147 face.w = -(corner.x * face.x + corner.y * face.y + corner.z * face.z);
148 // flip the face if it's backwards (not facing center)
149 if ((b->extents[0][0] + b->extents[1][0]) * 0.5f * face.x + (b->extents[0][1] + b->extents[1][1]) * 0.5f * face.y + (b->extents[0][2] + b->extents[1][2]) * 0.5f * face.z + face.w > 0.0f)
150 {
151 face.x *= -1.0f;
152 face.y *= -1.0f;
153 face.z *= -1.0f;
154 face.w *= -1.0f;
155 }
156 // discard the proposed face if it slices through the solid
157 for (l = 0; l < b->numcorners; l++)
158 {
159 convex_corner_t cl = b->corners[l];
160 if (cl.x * face.x + cl.y * face.y + cl.z * face.z + face.w > epsilon)
161 break;
162 }
163 if (l < b->numcorners)
164 continue;
165 // add the new face
166 b->faces[b->numfaces++] = face;
167 }
168 }
169
170 // discard any corners that are no longer on the surface of the solid
171 for (i = 0; i < b->numcorners; i++)
172 {
173 convex_corner_t ca = b->corners[i];
174 for (j = 0; j < b->numfaces; j++)
175 {
176 const convex_face_t *f = b->faces + j;
177 if (ca.x * f->x + ca.y * f->y + ca.z * f->z + ca.w * f->w > -epsilon)
178 break;
179 }
180 // if we didn't find any face that uses this corner, remove the corner
181 removedcorner[i] = (j == b->numfaces);
182 }
183
184 // scan for removed corners and remove them
185 for (i = 0; i < b->numcorners; i++)
186 if (removedcorner[i])
187 break;
188 for (j = i + 1;j < b->numcorners;j++)
189 if (!removedcorner[j])
190 b->corners[i++] = b->corners[j];
191 b->numcorners = i;
192
193 // add the new corner
194 b->corners[b->numcorners++] = corner;
195}
196
197int convex_builder_get_planes4f(convex_builder_state_t* b, float* outplanes4f, int maxplanes, int positivew)
198{
199 int i;
200 int n = b->numfaces < maxplanes ? b->numfaces : maxplanes;
201 if (positivew)
202 {
203 for (i = 0; i < n; i++)
204 {
205 const convex_face_t* f = b->faces + i;
206 outplanes4f[i * 4 + 0] = f->x;
207 outplanes4f[i * 4 + 1] = f->y;
208 outplanes4f[i * 4 + 2] = f->z;
209 outplanes4f[i * 4 + 3] = f->w * -1.0f;
210 }
211 }
212 else
213 {
214 for (i = 0; i < n; i++)
215 {
216 const convex_face_t* f = b->faces + i;
217 outplanes4f[i * 4 + 0] = f->x;
218 outplanes4f[i * 4 + 1] = f->y;
219 outplanes4f[i * 4 + 2] = f->z;
220 outplanes4f[i * 4 + 3] = f->w;
221 }
222 }
223 return b->numfaces;
224}
225
226int convex_builder_get_points3f(convex_builder_state_t *b, float* outpoints3f, int maxpoints)
227{
228 int i;
229 int n = b->numcorners < maxpoints ? b->numcorners : maxpoints;
230 for (i = 0; i < n; i++)
231 {
232 const convex_corner_t* c = b->corners + i;
233 outpoints3f[i * 3 + 0] = c->x;
234 outpoints3f[i * 3 + 1] = c->y;
235 outpoints3f[i * 3 + 2] = c->z;
236 }
237 return b->numcorners;
238}
client_state_t cl
Definition cl_main.c:117
void convex_builder_add_point(convex_builder_state_t *b, float x, float y, float z)
Definition convex.c:39
int convex_builder_get_planes4f(convex_builder_state_t *b, float *outplanes4f, int maxplanes, int positivew)
Definition convex.c:197
void convex_builder_initialize(convex_builder_state_t *b, float epsilon)
Definition convex.c:26
int convex_builder_get_points3f(convex_builder_state_t *b, float *outpoints3f, int maxpoints)
Definition convex.c:226
@ CONVEX_MAX_CORNERS
Definition convex.h:33
@ CONVEX_MAX_FACES
Definition convex.h:34
#define n(x, y)
GLubyte GLubyte GLubyte z
Definition glquake.h:782
GLint GLenum GLint GLint y
Definition glquake.h:651
GLint GLenum GLint x
Definition glquake.h:651
float sqrt(float f)
int i
float f
dp_FragColor b
float z
Definition convex.h:51
float y
Definition convex.h:50
float x
Definition convex.h:49
float w
Definition convex.h:52