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-rwxr-xr-xjs/helper-classes/3D/StageLine.js829
1 files changed, 443 insertions, 386 deletions
diff --git a/js/helper-classes/3D/StageLine.js b/js/helper-classes/3D/StageLine.js
index 069729d0..8292c469 100755
--- a/js/helper-classes/3D/StageLine.js
+++ b/js/helper-classes/3D/StageLine.js
@@ -77,394 +77,451 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, {
77 // Methods 77 // Methods
78 /////////////////////////////////////////////////////////////////////// 78 ///////////////////////////////////////////////////////////////////////
79 79
80 intersectWithPlane: { 80 intersectWithPlane: {
81 value: function( plane ) 81 value: function( plane )
82 { 82 {
83 // if the plane is edge-on, ignore it 83 // if the plane is edge-on, ignore it
84 if ( MathUtils.fpSign( plane.getPlaneEq()[2] ) == 0 ) return; 84 if ( MathUtils.fpSign( plane.getPlaneEq()[2] ) == 0 ) return;
85 85
86 // do some quick box tests. 86 // do some quick box tests.
87 var minPt = this.getMinPoint(), 87 var minPt = this.getMinPoint(),
88 maxPt = this.getMaxPoint(); 88 maxPt = this.getMaxPoint();
89 89
90 if (maxPt[0] < plane._rect.getLeft()) return; 90 if (maxPt[0] < plane._rect.getLeft()) return;
91 if (minPt[0] > plane._rect.getRight()) return; 91 if (minPt[0] > plane._rect.getRight()) return;
92 92
93 if (maxPt[1] < plane._rect.getTop()) return; 93 if (maxPt[1] < plane._rect.getTop()) return;
94 if (minPt[1] > plane._rect.getBottom()) return; 94 if (minPt[1] > plane._rect.getBottom()) return;
95 95
96 if (minPt[2] > plane.getZMax()) return; 96 if (minPt[2] > plane.getZMax()) return;
97 97
98 // get the boundary points for the plane 98 // get the boundary points for the plane
99 var boundaryPts = plane.getBoundaryPoints().slice(); 99 var boundaryPts = plane.getBoundaryPoints().slice();
100 100
101 // get the points and direction vector for the current line 101 // get the points and direction vector for the current line
102 var pt0 = this.getPoint0(), pt1 = this.getPoint1(); 102 var pt0 = this.getPoint0(), pt1 = this.getPoint1();
103 //var lineDir = pt1.subtract( pt0 ); 103 //var lineDir = pt1.subtract( pt0 );
104 var lineDir = vecUtils.vecSubtract(3, pt1, pt0); 104 var lineDir = vecUtils.vecSubtract(3, pt1, pt0);
105 105
106 // intersect with the front plane 106 // intersect with the front plane
107 var planeEq = plane.getPlaneEq(); 107 var planeEq = plane.getPlaneEq();
108 var t = MathUtils.vecIntersectPlaneForParam( pt0, lineDir, planeEq ); 108 var t = MathUtils.vecIntersectPlaneForParam( pt0, lineDir, planeEq );
109 if (t != undefined) 109 if (t != undefined)
110 { 110 {
111 if ((MathUtils.fpSign(t) >= 0) && (MathUtils.fpCmp(t,1.0) <= 0)) 111 if ((MathUtils.fpSign(t) >= 0) && (MathUtils.fpCmp(t,1.0) <= 0))
112 { 112 {
113 // get the intersection point 113 // get the intersection point
114 var pt = MathUtils.interpolateLine3D( pt0, pt1, t ); 114 var pt = MathUtils.interpolateLine3D( pt0, pt1, t );
115 115
116 // see if the intersection point is contained in the bounds 116 // see if the intersection point is contained in the bounds
117 //var contains = this.boundaryContainsPoint( boundaryPts, plane.isBackFacing(), pt ); 117 //var contains = this.boundaryContainsPoint( boundaryPts, plane.isBackFacing(), pt );
118 var onEdge = []; 118 var onEdge = [];
119 var contains = MathUtils.boundaryContainsPoint( boundaryPts, pt, plane.isBackFacing(), onEdge ); 119 var contains = MathUtils.boundaryContainsPoint( boundaryPts, pt, plane.isBackFacing(), onEdge );
120 if (contains == MathUtils.INSIDE) 120 if (contains == MathUtils.INSIDE)
121 { 121 {
122 // add the intersection 122 // add the intersection
123 var dot = MathUtils.dot3( pt0, planeEq ) + planeEq[3]; 123 var dot = MathUtils.dot3( pt0, planeEq ) + planeEq[3];
124 var deltaVis = (dot > 0) ? 1 : -1; 124 var deltaVis = (dot > 0) ? 1 : -1;
125// if (plane.isBackFacing()) 125// if (plane.isBackFacing())
126// deltaVis = (dot < 0) ? 1 : -1; 126// deltaVis = (dot < 0) ? 1 : -1;
127 127
128 this.addIntersection( plane, t, deltaVis ); 128 this.addIntersection( plane, t, deltaVis );
129 } 129 }
130 else if (contains == MathUtils.ON) 130 else if (contains == MathUtils.ON)
131 { 131 {
132 if (MathUtils.fpCmp(t,1.0) < 0) 132 if (MathUtils.fpCmp(t,1.0) < 0)
133 { 133 {
134 // determine if the intersection is on a front side (no intersection) of the polygons 134 // determine if the intersection is on a front side (no intersection) of the polygons
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]) ]; 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]) ];
136 //var vec = vecUtils.vecSubtract(3, pt, ctr ); 136 //var vec = vecUtils.vecSubtract(3, pt, ctr );
137 this.edgeIsFrontFacing2( plane ); 137 if (this.edgeGoesBehindPlane( plane, boundaryPts, onEdge[0], onEdge[1], pt0, pt1 ))
138 if ( !this.edgeIsFrontFacing(boundaryPts, planeEq, plane.isBackFacing(), onEdge[0], onEdge[1]) ) 138 {
139 { 139 this.addIntersection( plane, t, 1 );
140 // take the dot product between the line and the normal to the plane 140 }
141 // to determine the change in visibility 141 else if (this.edgeGoesBehindPlane( plane, boundaryPts, onEdge[0], onEdge[1], pt1, pt0 ))
142 var vec = vecUtils.vecSubtract( 3, pt1, pt0 ); 142 {
143 var dot = vecUtils.vecDot( 3, vec, planeEq ); 143 this.addIntersection( plane, t, -1 );
144 var sign = MathUtils.fpSign( dot ); 144 }
145 if (sign == 0) 145
146 throw new Error( "coplanar intersection being treated as not coplanar" ); 146 /*
147 if (!plane.isBackFacing()) 147 if ( !this.edgeIsFrontFacing(boundaryPts, planeEq, plane.isBackFacing(), onEdge[0], onEdge[1]) )
148 { 148 {
149 if (sign < 0) 149 // take the dot product between the line and the normal to the plane
150 this.addIntersection( plane, t, 1 ); 150 // to determine the change in visibility
151 } 151 var vec = vecUtils.vecSubtract( 3, pt1, pt0 );
152 else 152 var dot = vecUtils.vecDot( 3, vec, planeEq );
153 { 153 var sign = MathUtils.fpSign( dot );
154 if (sign > 0) 154 if (sign == 0)
155 this.addIntersection( plane, t, -1 ); 155 throw new Error( "coplanar intersection being treated as not coplanar" );
156 } 156 if (!plane.isBackFacing())
157 } 157 {
158 } 158 if (sign < 0)
159 } 159 this.addIntersection( plane, t, 1 );
160 } 160 }
161 } 161 else
162 else 162 {
163 { 163 if (sign > 0)
164 // the line must be parallel to the plane. If the line is in the plane, 164 this.addIntersection( plane, t, -1 );
165 // we need to do some special processing 165 }
166 var d0 = vecUtils.vecDot(3, planeEq, pt0) + planeEq[3], 166 }
167 d1 = vecUtils.vecDot(3, planeEq, pt1) + planeEq[3]; 167 */
168 if ((MathUtils.fpSign(d0) == 0) && (MathUtils.fpSign(d1) == 0)) 168 }
169 this.doCoplanarIntersection( plane ); 169 }
170 } 170 }
171 171 }
172 // intersect with the 4 planes formed by the edges of the plane, going back in Z 172 else
173 var bPt1 = boundaryPts[3]; 173 {
174 for (var i=0; i<4; i++) 174 // the line must be parallel to the plane. If the line is in the plane,
175 { 175 // we need to do some special processing
176 // get the 2 points that define the front edge of the plane 176 var d0 = vecUtils.vecDot(3, planeEq, pt0) + planeEq[3],
177 var bPt0 = bPt1; 177 d1 = vecUtils.vecDot(3, planeEq, pt1) + planeEq[3];
178 var bPt1 = boundaryPts[i]; 178 if ((MathUtils.fpSign(d0) == 0) && (MathUtils.fpSign(d1) == 0))
179 179 this.doCoplanarIntersection( plane );
180 // calculate the plane equation. The normal should point towards the OUTSIDE of the boundary 180 }
181 //var vec = bPt1.subtract( bPt0 ); 181
182 var vec = vecUtils.vecSubtract(3, bPt1, bPt0); 182 // intersect with the 4 planes formed by the edges of the plane, going back in Z
183 if (plane.isBackFacing()) 183 var bPt1 = boundaryPts[3];
184 MathUtils.negate( vec ); 184 for (var i=0; i<4; i++)
185 planeEq = [-vec[1], vec[0], 0]; 185 {
186 var normal = [planeEq[0], planeEq[1], planeEq[2]]; 186 // get the 2 points that define the front edge of the plane
187 var bPt0 = bPt1;
188 var bPt1 = boundaryPts[i];
189
190 // calculate the plane equation. The normal should point towards the OUTSIDE of the boundary
191 //var vec = bPt1.subtract( bPt0 );
192 var vec = vecUtils.vecSubtract(3, bPt1, bPt0);
193 if (plane.isBackFacing())
194 MathUtils.negate( vec );
195 planeEq = [-vec[1], vec[0], 0];
196 var normal = [planeEq[0], planeEq[1], planeEq[2]];
187// var d = -planeEq.dot(bPt0); 197// var d = -planeEq.dot(bPt0);
188 var d = -vecUtils.vecDot(3, planeEq, bPt0); 198 var d = -vecUtils.vecDot(3, planeEq, bPt0);
189 planeEq[3] = d; 199 planeEq[3] = d;
190 200
191 t = MathUtils.vecIntersectPlaneForParam( pt0, lineDir, planeEq ); 201 t = MathUtils.vecIntersectPlaneForParam( pt0, lineDir, planeEq );
192 if (t) 202 if (t)
193 { 203 {
194 if ((MathUtils.fpSign(t) > 0) && (MathUtils.fpCmp(t,1.0) <= 0)) // the strict vs not-strict inequality comparisons are IMPORTANT! 204 if ((MathUtils.fpSign(t) > 0) && (MathUtils.fpCmp(t,1.0) <= 0)) // the strict vs not-strict inequality comparisons are IMPORTANT!
195 { 205 {
196 // get the intersection point 206 // get the intersection point
197 var pt = MathUtils.interpolateLine3D( pt0, pt1, t ); 207 var pt = MathUtils.interpolateLine3D( pt0, pt1, t );
198 208
199 // we need to get the parameter on the edge of the projection 209 // we need to get the parameter on the edge of the projection
200 // of the intersection point onto the line. 210 // of the intersection point onto the line.
201 var index = (Math.abs(vec[0]) > Math.abs(vec[1])) ? 0 : 1; 211 var index = (Math.abs(vec[0]) > Math.abs(vec[1])) ? 0 : 1;