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-rwxr-xr-xjs/helper-classes/3D/StageLine.js184
-rwxr-xr-xjs/helper-classes/3D/math-utils.js9
2 files changed, 164 insertions, 29 deletions
diff --git a/js/helper-classes/3D/StageLine.js b/js/helper-classes/3D/StageLine.js
index 5aaa325a..17021e91 100755
--- a/js/helper-classes/3D/StageLine.js
+++ b/js/helper-classes/3D/StageLine.js
@@ -34,6 +34,7 @@ POSSIBILITY OF SUCH DAMAGE.
34// The line class represents a line intersected with all planes on the scene 34// The line class represents a line intersected with all planes on the scene
35/////////////////////////////////////////////////////////////////////// 35///////////////////////////////////////////////////////////////////////
36var vecUtils = require("js/helper-classes/3D/vec-utils").VecUtils; 36var vecUtils = require("js/helper-classes/3D/vec-utils").VecUtils;
37var viewUtils = require( "js/helper-classes/3D/view-utils").ViewUtils;
37var LinePlaneIntersectRec = require("js/helper-classes/3D/LinePlaneIntersectRec").LinePlaneIntersectRec; 38var LinePlaneIntersectRec = require("js/helper-classes/3D/LinePlaneIntersectRec").LinePlaneIntersectRec;
38 39
39var StageLine = exports.StageLine = Object.create(Object.prototype, { 40var StageLine = exports.StageLine = Object.create(Object.prototype, {
@@ -96,7 +97,7 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, {
96 if (minPt[2] > plane.getZMax()) return; 97 if (minPt[2] > plane.getZMax()) return;
97 98
98 // get the boundary points for the plane 99 // get the boundary points for the plane
99 var boundaryPts = plane.getBoundaryPoints(); 100 var boundaryPts = plane.getBoundaryPoints().slice();
100 101
101 // get the points and direction vector for the current line 102 // get the points and direction vector for the current line
102 var pt0 = this.getPoint0(), pt1 = this.getPoint1(); 103 var pt0 = this.getPoint0(), pt1 = this.getPoint1();
@@ -115,7 +116,8 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, {
115 116
116 // see if the intersection point is contained in the bounds 117 // see if the intersection point is contained in the bounds
117 //var contains = this.boundaryContainsPoint( boundaryPts, plane.isBackFacing(), pt ); 118 //var contains = this.boundaryContainsPoint( boundaryPts, plane.isBackFacing(), pt );
118 var contains = MathUtils.boundaryContainsPoint( boundaryPts, pt, plane.isBackFacing() ); 119 var onEdge = [];
120 var contains = MathUtils.boundaryContainsPoint( boundaryPts, pt, plane.isBackFacing(), onEdge );
119 if (contains == MathUtils.INSIDE) 121 if (contains == MathUtils.INSIDE)
120 { 122 {
121 // add the intersection 123 // add the intersection
@@ -130,23 +132,40 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, {
130 { 132 {
131 if (MathUtils.fpCmp(t,1.0) < 0) 133 if (MathUtils.fpCmp(t,1.0) < 0)
132 { 134 {
133 // take the dot product between the line and the normal to the plane 135 // determine if the intersection is on a front side (no intersection) of the polygons
134 // to determine the change in visibility 136 //var ctr = [ 0.5*(boundaryPts[0][0] + boundaryPts[2][0]), 0.5*(boundaryPts[0][1] + boundaryPts[2][1]), 0.5*(boundaryPts[0][2] + boundaryPts[2][2]) ];
135 var vec = vecUtils.vecSubtract( 3, pt1, pt0 ); 137 //var vec = vecUtils.vecSubtract(3, pt, ctr );
136 var dot = vecUtils.vecDot( 3, vec, plane.getPlaneEq() ); 138 if (this.edgeGoesBehindPlane( plane, boundaryPts, onEdge[0], onEdge[1], pt0, pt1 ))
137 var sign = MathUtils.fpSign( dot );
138 if (sign == 0)
139 throw new Error( "coplanar intersection being treated as not coplanar" );
140 if (!plane.isBackFacing())
141 { 139 {
142 if (sign < 0) 140 this.addIntersection( plane, t, 1 );
143 this.addIntersection( plane, t, 1 );
144 } 141 }
145 else 142 else if (this.edgeGoesBehindPlane( plane, boundaryPts, onEdge[0], onEdge[1], pt1, pt0 ))
146 { 143 {
147 if (sign > 0) 144 this.addIntersection( plane, t, -1 );
148 this.addIntersection( plane, t, -1 ); 145 }
146
147 /*
148 if ( !this.edgeIsFrontFacing(boundaryPts, planeEq, plane.isBackFacing(), onEdge[0], onEdge[1]) )
149 {
150 // take the dot product between the line and the normal to the plane
151 // to determine the change in visibility
152 var vec = vecUtils.vecSubtract( 3, pt1, pt0 );
153 var dot = vecUtils.vecDot( 3, vec, planeEq );
154 var sign = MathUtils.fpSign( dot );
155 if (sign == 0)
156 throw new Error( "coplanar intersection being treated as not coplanar" );
157 if (!plane.isBackFacing())
158 {
159 if (sign < 0)
160 this.addIntersection( plane, t, 1 );
161 }
162 else
163 {
164 if (sign > 0)
165 this.addIntersection( plane, t, -1 );
166 }
149 } 167 }
168 */
150 } 169 }
151 } 170 }
152 } 171 }
@@ -208,18 +227,119 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, {
208 } 227 }
209 }, 228 },
210 229
230 edgeGoesBehindPlane:
231 {
232 value: function( plane, boundaryPts, iEdge, t, lPt0, lPt1 )
233 {
234 var rtnVal = false;
235
236 if ( MathUtils.fpCmp(t,1.0) == 0 )
237 {
238 iEdge = (iEdge + 1) % 4;
239 t = 0.0;
240 }
241
242 // boundary points (line points: lPt0, lPt1)
243 var bPt0, bPt1, bPt2, bVec, bVec0, bVec1, lVec;
244
245 if (MathUtils.fpSign(t) == 0)
246 {
247 // get the 3 relevant points. The line goes through pt1.
248 bPt0 = boundaryPts[(iEdge+3)%4].slice();
249 bPt1 = boundaryPts[iEdge].slice();
250 bPt2 = boundaryPts[(iEdge+1)%4].slice();
251 bVec0 = vecUtils.vecSubtract(2, bPt0, bPt1);
252 bVec1 = vecUtils.vecSubtract(2, bPt2, bPt1);
253 lVec = vecUtils.vecSubtract(2, lPt1, bPt1);
254
255 var c0 = vecUtils.vecCross(2, bVec1, lVec),
256 c1 = vecUtils.vecCross(2, lVec, bVec0);
257// if ((MathUtils.fpSign(c0) < 0) && (MathUtils.fpSign(c1) < 0))
258// rtnVal = true;
259 if (!plane.isBackFacing() && (MathUtils.fpSign(c0) < 0) && (MathUtils.fpSign(c1) < 0))
260 rtnVal = true;
261 else if (plane.isBackFacing() && (MathUtils.fpSign(c0) > 0) && (MathUtils.fpSign(c1) > 0))
262 rtnVal = true;
263 }
264 else
265 {
266 bPt0 = boundaryPts[iEdge].slice();
267 bPt1 = boundaryPts[(iEdge+1)%4].slice();
268 bVec = vecUtils.vecSubtract(3, bPt1, bPt0);
269 lVec = vecUtils.vecSubtract(3, lPt1, lPt0);
270
271 var planeEq = plane.getPlaneEq();
272 var bNormal = vecUtils.vecCross(3, planeEq, bVec);
273 var dot = vecUtils.vecDot(3, bNormal, lVec);
274 if (MathUtils.fpSign(dot) < 0)
275 {
276 var d = vecUtils.vecDot(3, lPt1, planeEq) + planeEq[3];
277 if (plane.isBackFacing()) d = -d;
278 if (MathUtils.fpSign(d) < 0) rtnVal = true;
279 }
280 }
281
282 return rtnVal;
283 }
284 },
285
286 edgeIsFrontFacing:
287 {
288 value: function(boundaryPts, planeNormal, backfacing, iEdge, t)
289 {
290 var frontFacing = false;
291 if (MathUtils.fpCmp(t,1.0) == 0)
292 {
293 iEdge = (iEdge + 1) % 4;
294 t = 0.0;
295 }
296
297 var pt0 = boundaryPts[iEdge].slice(),
298 pt1 = boundaryPts[(iEdge+1)%4].slice();
299
300 var ctr = [ 0.5*(boundaryPts[0][0] + boundaryPts[2][0]), 0.5*(boundaryPts[0][1] + boundaryPts[2][1]), 0.5*(boundaryPts[0][2] + boundaryPts[2][2]) ],
301 mid = MathUtils.interpolateLine3D( pt0, pt1, 0.5 );
302 var vec = vecUtils.vecSubtract( 3, mid, ctr );
303
304 if (MathUtils.fpSign(t) == 0)
305 {
306 // if the edge already calculated is back facing, check the preceeding edge
307 if (vec[2] > 0)
308 {
309 frontFacing = true;
310 }
311 else
312 {
313 var ptm1 = boundaryPts[(iEdge+3)%4].slice();
314 mid = MathUtils.interpolateLine3D( ptm1, pt0, 0.5 );
315 vec = vecUtils.vecSubtract( 3, mid, ctr );
316 if (vec[2] > 0) frontFacing = true;
317 }
318 }
319 else
320 {
321 var cross = VecUtils.vecCross( 3, planeNormal, vecUtils.vecSubtract(3, pt1, pt0) );
322 if ((!backfacing && (cross[2] > 0)) || (backfacing && (cross[2] < 0))) frontFacing = true;
323 }
324
325 return frontFacing;
326 }
327 },
328
211 doCoplanarIntersection: { 329 doCoplanarIntersection: {
212 value: function( plane ) 330 value: function( plane )
213 { 331 {
214 // get the boundary points for the plane 332 // get the boundary points for the plane
215 var boundaryPts = plane.getBoundaryPoints(); 333 var boundaryPts = plane.getBoundaryPoints().slice();
216 var planeEq = plane.getPlaneEq(); 334 var planeEq = plane.getPlaneEq();
217 335
218 if (plane.isBackFacing()) 336 var backFacing = plane.isBackFacing();
337 if (backFacing)
219 { 338 {
220 var tmp; 339 var tmp;
221 tmp = boundaryPts[0]; boundaryPts[0] = boundaryPts[3]; boundaryPts[3] = tmp; 340 tmp = boundaryPts[0]; boundaryPts[0] = boundaryPts[3]; boundaryPts[3] = tmp;
222 tmp = boundaryPts[1]; boundaryPts[1] = boundaryPts[2]; boundaryPts[2] = tmp; 341 tmp = boundaryPts[1]; boundaryPts[1] = boundaryPts[2]; boundaryPts[2] = tmp;
342 vecUtils.vecNegate(4, planeEq);
223 } 343 }
224 344
225 var pt0 = this.getPoint0(), 345 var pt0 = this.getPoint0(),
@@ -246,19 +366,27 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, {
246