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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 b869fb17..c358108f 100755
--- a/js/helper-classes/3D/StageLine.js
+++ b/js/helper-classes/3D/StageLine.js
@@ -33,6 +33,7 @@ POSSIBILITY OF SUCH DAMAGE.
33// The line class represents a line intersected with all planes on the scene 33// The line class represents a line intersected with all planes on the scene
34/////////////////////////////////////////////////////////////////////// 34///////////////////////////////////////////////////////////////////////
35var vecUtils = require("js/helper-classes/3D/vec-utils").VecUtils; 35var vecUtils = require("js/helper-classes/3D/vec-utils").VecUtils;
36var viewUtils = require( "js/helper-classes/3D/view-utils").ViewUtils;
36var LinePlaneIntersectRec = require("js/helper-classes/3D/LinePlaneIntersectRec").LinePlaneIntersectRec; 37var LinePlaneIntersectRec = require("js/helper-classes/3D/LinePlaneIntersectRec").LinePlaneIntersectRec;
37 38
38var StageLine = exports.StageLine = Object.create(Object.prototype, { 39var StageLine = exports.StageLine = Object.create(Object.prototype, {
@@ -95,7 +96,7 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, {
95 if (minPt[2] > plane.getZMax()) return; 96 if (minPt[2] > plane.getZMax()) return;
96 97
97 // get the boundary points for the plane 98 // get the boundary points for the plane
98 var boundaryPts = plane.getBoundaryPoints(); 99 var boundaryPts = plane.getBoundaryPoints().slice();
99 100
100 // get the points and direction vector for the current line 101 // get the points and direction vector for the current line
101 var pt0 = this.getPoint0(), pt1 = this.getPoint1(); 102 var pt0 = this.getPoint0(), pt1 = this.getPoint1();
@@ -114,7 +115,8 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, {
114 115
115 // see if the intersection point is contained in the bounds 116 // see if the intersection point is contained in the bounds
116 //var contains = this.boundaryContainsPoint( boundaryPts, plane.isBackFacing(), pt ); 117 //var contains = this.boundaryContainsPoint( boundaryPts, plane.isBackFacing(), pt );
117 var contains = MathUtils.boundaryContainsPoint( boundaryPts, pt, plane.isBackFacing() ); 118 var onEdge = [];
119 var contains = MathUtils.boundaryContainsPoint( boundaryPts, pt, plane.isBackFacing(), onEdge );
118 if (contains == MathUtils.INSIDE) 120 if (contains == MathUtils.INSIDE)
119 { 121 {
120 // add the intersection 122 // add the intersection
@@ -129,23 +131,40 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, {
129 { 131 {
130 if (MathUtils.fpCmp(t,1.0) < 0) 132 if (MathUtils.fpCmp(t,1.0) < 0)
131 { 133 {
132 // take the dot product between the line and the normal to the plane 134 // determine if the intersection is on a front side (no intersection) of the polygons
133 // to determine the change in visibility 135 //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]) ];
134 var vec = vecUtils.vecSubtract( 3, pt1, pt0 ); 136 //var vec = vecUtils.vecSubtract(3, pt, ctr );
135 var dot = vecUtils.vecDot( 3, vec, plane.getPlaneEq() ); 137 if (this.edgeGoesBehindPlane( plane, boundaryPts, onEdge[0], onEdge[1], pt0, pt1 ))
136 var sign = MathUtils.fpSign( dot );
137 if (sign == 0)
138 throw new Error( "coplanar intersection being treated as not coplanar" );
139 if (!plane.isBackFacing())
140 { 138 {
141 if (sign < 0) 139 this.addIntersection( plane, t, 1 );
142 this.addIntersection( plane, t, 1 );
143 } 140 }
144 else 141 else if (this.edgeGoesBehindPlane( plane, boundaryPts, onEdge[0], onEdge[1], pt1, pt0 ))
145 { 142 {
146 if (sign > 0) 143 this.addIntersection( plane, t, -1 );
147 this.addIntersection( plane, t, -1 ); 144 }
145
146 /*
147 if ( !this.edgeIsFrontFacing(boundaryPts, planeEq, plane.isBackFacing(), onEdge[0], onEdge[1]) )
148 {
149 // take the dot product between the line and the normal to the plane
150 // to determine the change in visibility
151 var vec = vecUtils.vecSubtract( 3, pt1, pt0 );
152 var dot = vecUtils.vecDot( 3, vec, planeEq );
153 var sign = MathUtils.fpSign( dot );
154 if (sign == 0)
155 throw new Error( "coplanar intersection being treated as not coplanar" );
156 if (!plane.isBackFacing())
157 {
158 if (sign < 0)
159 this.addIntersection( plane, t, 1 );
160 }
161 else
162 {
163 if (sign > 0)
164 this.addIntersection( plane, t, -1 );
165 }
148 } 166 }
167 */
149 } 168 }
150 } 169 }
151 } 170 }
@@ -207,18 +226,119 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, {
207 } 226 }
208 }, 227 },
209 228
229 edgeGoesBehindPlane:
230 {
231 value: function( plane, boundaryPts, iEdge, t, lPt0, lPt1 )
232 {
233 var rtnVal = false;
234
235 if ( MathUtils.fpCmp(t,1.0) == 0 )
236 {
237 iEdge = (iEdge + 1) % 4;
238 t = 0.0;
239 }
240
241 // boundary points (line points: lPt0, lPt1)
242 var bPt0, bPt1, bPt2, bVec, bVec0, bVec1, lVec;
243
244 if (MathUtils.fpSign(t) == 0)
245 {
246 // get the 3 relevant points. The line goes through pt1.
247 bPt0 = boundaryPts[(iEdge+3)%4].slice();
248 bPt1 = boundaryPts[iEdge].slice();
249 bPt2 = boundaryPts[(iEdge+1)%4].slice();
250 bVec0 = vecUtils.vecSubtract(2, bPt0, bPt1);
251 bVec1 = vecUtils.vecSubtract(2, bPt2, bPt1);
252 lVec = vecUtils.vecSubtract(2, lPt1, bPt1);
253
254 var c0 = vecUtils.vecCross(2, bVec1, lVec),
255 c1 = vecUtils.vecCross(2, lVec, bVec0);
256// if ((MathUtils.fpSign(c0) < 0) && (MathUtils.fpSign(c1) < 0))
257// rtnVal = true;
258 if (!plane.isBackFacing() && (MathUtils.fpSign(c0) < 0) && (MathUtils.fpSign(c1) < 0))
259 rtnVal = true;
260 else if (plane.isBackFacing() && (MathUtils.fpSign(c0) > 0) && (MathUtils.fpSign(c1) > 0))
261 rtnVal = true;
262 }
263 else
264 {
265 bPt0 = boundaryPts[iEdge].slice();
266 bPt1 = boundaryPts[(iEdge+1)%4].slice();
267 bVec = vecUtils.vecSubtract(3, bPt1, bPt0);
268 lVec = vecUtils.vecSubtract(3, lPt1, lPt0);
269
270 var planeEq = plane.getPlaneEq();
271 var bNormal = vecUtils.vecCross(3, planeEq, bVec);
272 var dot = vecUtils.vecDot(3, bNormal, lVec);
273 if (MathUtils.fpSign(dot) > 0)
274 {
275 var d = vecUtils.vecDot(3, lPt1, planeEq) + planeEq[3];
276 if (plane.isBackFacing()) d = -d;
277 if (MathUtils.fpSign(d) > 0) rtnVal = true;
278 }
279 }
280
281 return rtnVal;
282 }
283 },
284
285 edgeIsFrontFacing:
286 {
287 value: function(boundaryPts, planeNormal, backfacing, iEdge, t)
288 {
289 var frontFacing = false;
290 if (MathUtils.fpCmp(t,1.0) == 0)
291 {
292 iEdge = (iEdge + 1) % 4;
293 t = 0.0;
294 }
295
296 var pt0 = boundaryPts[iEdge].slice(),
297 pt1 = boundaryPts[(iEdge+1)%4].slice();
298
299 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]) ],
300 mid = MathUtils.interpolateLine3D( pt0, pt1, 0.5 );
301 var vec = vecUtils.vecSubtract( 3, mid, ctr );
302
303 if (MathUtils.fpSign(t) == 0)
304 {
305 // if the edge already calculated is back facing, check the preceeding edge
306 if (vec[2] > 0)
307 {
308 frontFacing = true;
309 }
310 else
311 {
312 var ptm1 = boundaryPts[(iEdge+3)%4].slice();
313 mid = MathUtils.interpolateLine3D( ptm1, pt0, 0.5 );
314 vec = vecUtils.vecSubtract( 3, mid, ctr );
315 if (vec[2] > 0) frontFacing = true;
316 }
317 }
318 else
319 {
320 var cross = VecUtils.vecCross( 3, planeNormal, vecUtils.vecSubtract(3, pt1, pt0) );
321 if ((!backfacing && (cross[2] > 0)) || (backfacing && (cross[2] < 0))) frontFacing = true;
322 }
323
324 return frontFacing;
325 }
326 },
327
210 doCoplanarIntersection: { 328 doCoplanarIntersection: {
211 value: function( plane ) 329 value: function( plane )
212 { 330 {
213 // get the boundary points for the plane 331 // get the boundary points for the plane
214 var boundaryPts = plane.getBoundaryPoints(); 332 var boundaryPts = plane.getBoundaryPoints().slice();
215 var planeEq = plane.getPlaneEq(); 333 var planeEq = plane.getPlaneEq();
216 334
217 if (plane.isBackFacing()) 335 var backFacing = plane.isBackFacing();
336 if (backFacing)
218 { 337 {
219 var tmp; 338 var tmp;
220 tmp = boundaryPts[0]; boundaryPts[0] = boundaryPts[3]; boundaryPts[3] = tmp; 339 tmp = boundaryPts[0]; boundaryPts[0] = boundaryPts[3]; boundaryPts[3] = tmp;
221 tmp = boundaryPts[1]; boundaryPts[1] = boundaryPts[2]; boundaryPts[2] = tmp; 340 tmp = boundaryPts[1]; boundaryPts[1] = boundaryPts[2]; boundaryPts[2] = tmp;
341 vecUtils.vecNegate(4, planeEq);
222 } 342 }
223 343
224 var pt0 = this.getPoint0(), 344 var pt0 = this.getPoint0(),
@@ -245,19 +365,27 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, {
245