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-rwxr-xr-xjs/helper-classes/3D/StageLine.js309
1 files changed, 177 insertions, 132 deletions
diff --git a/js/helper-classes/3D/StageLine.js b/js/helper-classes/3D/StageLine.js
index b86673d1..23e8cf5b 100755
--- a/js/helper-classes/3D/StageLine.js
+++ b/js/helper-classes/3D/StageLine.js
@@ -184,138 +184,183 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, {
184 }, 184 },
185 185
186 doCoplanarIntersection: { 186 doCoplanarIntersection: {
187 value: function( plane ) 187 value: function( plane )
188 { 188 {
189 // get the boundary points for the plane 189 // get the boundary points for the plane
190 var boundaryPts = plane.getBoundaryPoints(); 190 var boundaryPts = plane.getBoundaryPoints();
191 var planeEq = plane.getPlaneEq(); 191 var planeEq = plane.getPlaneEq();
192 192
193 if (plane.isBackFacing()) 193 if (plane.isBackFacing())
194 { 194 {
195 var tmp; 195 var tmp;
196 tmp = boundaryPts[0]; boundaryPts[0] = boundaryPts[3]; boundaryPts[3] = tmp; 196 tmp = boundaryPts[0]; boundaryPts[0] = boundaryPts[3]; boundaryPts[3] = tmp;
197 tmp = boundaryPts[1]; boundaryPts[1] = boundaryPts[2]; boundaryPts[2] = tmp; 197 tmp = boundaryPts[1]; boundaryPts[1] = boundaryPts[2]; boundaryPts[2] = tmp;
198 } 198 }
199 199
200 var pt0 = this.getPoint0(), 200 var pt0 = this.getPoint0(),
201 pt1 = this.getPoint1(); 201 pt1 = this.getPoint1();
202 202
203 // keep a couple flags to prevent counting crossings twice in edge cases 203 // keep a couple flags to prevent counting crossings twice in edge cases
204 var gotEnter = false, 204 var gotEnter = false,
205 gotExit = false; 205 gotExit = false;
206 206
207 var bp1 = boundaryPts[3]; 207 var bp1 = boundaryPts[3];
208 for (var i=0; i<4; i++) 208 for (var i=0; i<4; i++)
209 { 209 {
210 var bp0 = bp1; 210 var bp0 = bp1;
211 bp1 = boundaryPts[i]; 211 bp1 = boundaryPts[i];
212 var vec = vecUtils.vecSubtract(3, bp1, bp0); 212 var vec = vecUtils.vecSubtract(3, bp1, bp0);
213 var nrm = vecUtils.vecCross(3, vec, planeEq); 213 var nrm = vecUtils.vecCross(3, vec, planeEq);
214 nrm[3] = -vecUtils.vecDot(3, bp0, nrm); 214 nrm[3] = -vecUtils.vecDot(3, bp0, nrm);
215 215
216 var d0 = vecUtils.vecDot(3, nrm, pt0) + nrm[3], 216 var d0 = vecUtils.vecDot(3, nrm, pt0) + nrm[3],
217 d1 = vecUtils.vecDot(3, nrm, pt1) + nrm[3]; 217 d1 = vecUtils.vecDot(3, nrm, pt1) + nrm[3];
218 218
219 var s0 = MathUtils.fpSign(d0), 219 var s0 = MathUtils.fpSign(d0),
220 s1 = MathUtils.fpSign(d1); 220 s1 = MathUtils.fpSign(d1);
221 221
222 if (s0 != s1) 222 if (s0 != s1)
223 { 223 {
224 var t = Math.abs(d0)/( Math.abs(d0) + Math.abs(d1) ); 224 var t = Math.abs(d0)/( Math.abs(d0) + Math.abs(d1) );
225 if ( (MathUtils.fpSign(t) >= 0) && (MathUtils.fpCmp(t,1.0) <= 0)) 225 if (t == 0)
226 { 226 {
227 // get the point where the line crosses the edge of the element plane 227 if (s1 > 0) // entering the material from the beginning of the line that is to be drawn
228 var pt = MathUtils.interpolateLine3D(pt0, pt1, t ); 228 {
229 229 // see if the start point of the line is at a corner of the bounded plane
230 // we know that the line crosses the infinite extension of the edge. Determine 230 var lineDir = vecUtils.vecSubtract(3, pt1, pt0);
231 // if that crossing is within the bounds of the edge 231 vecUtils.vecNormalize(3, lineDir);
232 var dot0 = vecUtils.vecDot(3, vecUtils.vecSubtract(3,pt, bp0), vec), 232 var dist = vecUtils.vecDist( 3, pt0, bp1 );
233 dot1 = vecUtils.vecDot(3, vecUtils.vecSubtract(3,pt, bp1), vec); 233 var bp2, bv0, bv1, cross1, cross2, cross3;
234 if ((MathUtils.fpSign(dot0) > 0) && (MathUtils.fpSign(dot1) < 0)) 234 if ( MathUtils.fpSign(dist) == 0)
235 { 235 {
236 // determine if the line is entering or exiting 236 bp2 = boundaryPts[(i+1) % 4];
237 if (s0 <= 0) // entering 237 bv0 = vecUtils.vecSubtract(3, bp2, bp1);
238 { 238 bv1 = vecUtils.vecSubtract(3, bp0, bp1);
239 if (!gotEnter) 239 cross1 = vecUtils.vecCross(3, bv0, lineDir);
240 { 240 cross2 = vecUtils.vecCross(3, lineDir, bv1);
241 gotEnter = true; 241 cross3 = vecUtils.vecCross(3, bv0, bv1);
242 this.addIntersection( plane, t, 1 ); 242 if ( (MathUtils.fpSign(vecUtils.vecDot(3, cross1, cross3)) == 0) && (MathUtils.fpSign(vecUtils.vecDot(3, cross2, cross3)) == 0))
243 } 243 {
244 } 244 gotEnter = true;
245 else if (s0 > 0) // exiting 245 this.addIntersection( plane, t, 1 );
246 { 246 }
247 if (!gotExit) 247 }
248 { 248 else if (MathUtils.fpSign( vecUtils.vecDist(3, pt0, bp0)) === 0)
249 gotExit = true; 249 {
250 this.addIntersection( plane, t, -1 ); 250 bp2 = boundaryPts[(i+2) % 4];
251 } 251 bv0 = vecUtils.vecSubtract(3, bp2, bp0);
252 } 252 bv1 = vecUtils.vecSubtract(3, bp1, bp0);
253 else // s0 == 0 253 cross1 = vecUtils.vecCross(3, bv0, lineDir);
254 { 254 cross2 = vecUtils.vecCross(3, lineDir, bv1);
255 // TODO 255 cross3 = vecUtils.vecCross(3, bv0, bv1);
256 } 256 if ( (MathUtils.fpSign(vecUtils.vecDot(3, cross1, cross3)) == 0) && (MathUtils.fpSign(vecUtils.vecDot(3, cross2, cross3)) == 0))
257 } 257 {
258 else if ((MathUtils.fpSign(dot0) == 0) && (MathUtils.fpSign(dot1) < 0)) 258 gotEnter = true;
259 { 259 this.addIntersection( plane, t, 1 );
260 var j = i - 2; 260 }
261 if (j < 0) j += 4; 261 }
262 var bp = boundaryPts[j]; 262 else
263 263 {
264 var v0 = vecUtils.vecSubtract( 3, bp, bp0 ), 264 // check if the line is on the edge of the boundary or goes to the interior
265 v1 = vec; 265 gotEnter = true;
266 266 this.addIntersection( plane, t, 1 );
267 if (s0 <= 0) 267 }
268 { 268 }
269 var v = vecUtils.vecSubtract(3, pt1, pt0); 269 }
270 if ((MathUtils.fpSign(vecUtils.vecCross(3, v0,v)) > 0) && (MathUtils.fpSign(vecUtils.vecCross(3, v,v1)) > 0)) 270 else if ( (MathUtils.fpSign(t) > 0) && (MathUtils.fpCmp(t,1.0) <= 0))
271 { 271 {
272 gotEnter = true; 272 // get the point where the line crosses the edge of the element plane
273 this.addIntersection( plane, t, 1 ); 273 var pt = MathUtils.interpolateLine3D(pt0, pt1, t );
274 } 274
275 } 275 // we know that the line crosses the infinite extension of the edge. Determine
276 else if (s0 > 0) 276 // if that crossing is within the bounds of the edge
277 { 277 var dot0 = vecUtils.vecDot(3, vecUtils.vecSubtract(3,pt, bp0), vec),
278 var v = vecUtils.vecSubtract(3, pt0, pt1); // note the reversed order from the previous case 278 dot1 = vecUtils.vecDot(3, vecUtils.vecSubtract(3,pt, bp1), vec);
279 if ((MathUtils.fpSign(vecUtils.vecCross(3, v0,v)) > 0) && (MathUtils.fpSign(vecUtils.vecCross(3, v,v1)) > 0)) 279 if ((MathUtils.fpSign(dot0) > 0) && (MathUtils.fpSign(dot1) < 0))
280 { 280 {
281 gotEnter = true; 281 // determine if the line is entering or exiting
282 this.addIntersection( plane, t, -1 ); 282 if (s0 <= 0) // entering
283 } 283 {
284 } 284 if (!gotEnter)
285 } 285 {
286 else if ((MathUtils.fpSign(dot0) > 0) && (MathUtils.fpSign(dot1) == 0)) 286 gotEnter = true;
287 { 287 this.addIntersection( plane, t, 1 );
288 var j = (i + 1) % 4; 288 }
289 var bp = boundaryPts[j]; 289 }
290 290 else if (s0 > 0) // exiting
291 var v1 = vec.slice(0), 291 {
292 v0 = vecUtils.vecSubtract( 3, bp, bp1 ), 292 if (!gotExit)
293 v1 = vecUtils.vecNegate(3, v1); 293 {
294 294 gotExit = true;
295 if (s0 <= 0) 295 this.addIntersection( plane, t, -1 );
296 { 296 }
297 var v = vecUtils.vecSubtract(3, pt1, pt0); 297 }
298 if ((MathUtils.fpSign(vecUtils.vecCross(3, v0,v)) < 0) && (MathUtils.fpSign(vecUtils.vecCross(3, v,v1)) < 0)) 298 else // s0 == 0
299 { 299 {
300 gotEnter = true; 300 // TODO
301 this.addIntersection( plane, t, 1 ); 301 }
302 } 302 }
303 } 303 else if ((MathUtils.fpSign(dot0) == 0) && (MathUtils.fpSign(dot1) < 0))
304 else if (s0 > 0) 304 {
305 { 305 var j = i - 2;
306 var v = vecUtils.vecSubtract(3, pt0, pt1); // note the reversed order from the previous case 306 if (j < 0) j += 4;
307 if ((MathUtils.fpSign(vecUtils.vecCross(3, v0,v)) > 0) && (MathUtils.fpSign(vecUtils.vecCross(3, v,v1)) > 0)) 307 var bp = boundaryPts[j];
308 { 308
309 gotEnter = true; 309 var v0 = vecUtils.vecSubtract( 3, bp, bp0 ),
310 this.addIntersection( plane, t, -1 ); 310 v1 = vec;
311 } 311
312 } 312 if (s0 <= 0)
313 } 313 {
314 } 314 var v = vecUtils.vecSubtract(3, pt1, pt0);
315 } 315</