From 92822886cecd76eeac8207742f290e5b87902ddb Mon Sep 17 00:00:00 2001 From: hwc487 Date: Tue, 3 Jul 2012 11:41:06 -0700 Subject: fixes for grid drawing. --- js/helper-classes/3D/StageLine.js | 299 ++++++++++++++++++++++--------------- js/helper-classes/3D/math-utils.js | 9 +- 2 files changed, 187 insertions(+), 121 deletions(-) (limited to 'js/helper-classes') diff --git a/js/helper-classes/3D/StageLine.js b/js/helper-classes/3D/StageLine.js index 540109dc..12efb140 100755 --- a/js/helper-classes/3D/StageLine.js +++ b/js/helper-classes/3D/StageLine.js @@ -52,149 +52,201 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, { // Methods /////////////////////////////////////////////////////////////////////// - intersectWithPlane: { - value: function( plane ) - { - // if the plane is edge-on, ignore it - if ( MathUtils.fpSign( plane.getPlaneEq()[2] ) == 0 ) return; + intersectWithPlane: { + value: function( plane ) + { + // if the plane is edge-on, ignore it + if ( MathUtils.fpSign( plane.getPlaneEq()[2] ) == 0 ) return; - // do some quick box tests. - var minPt = this.getMinPoint(), - maxPt = this.getMaxPoint(); + // do some quick box tests. + var minPt = this.getMinPoint(), + maxPt = this.getMaxPoint(); - if (maxPt[0] < plane._rect.getLeft()) return; - if (minPt[0] > plane._rect.getRight()) return; + if (maxPt[0] < plane._rect.getLeft()) return; + if (minPt[0] > plane._rect.getRight()) return; - if (maxPt[1] < plane._rect.getTop()) return; - if (minPt[1] > plane._rect.getBottom()) return; + if (maxPt[1] < plane._rect.getTop()) return; + if (minPt[1] > plane._rect.getBottom()) return; - if (minPt[2] > plane.getZMax()) return; + if (minPt[2] > plane.getZMax()) return; - // get the boundary points for the plane - var boundaryPts = plane.getBoundaryPoints(); + // get the boundary points for the plane + var boundaryPts = plane.getBoundaryPoints().slice(); - // get the points and direction vector for the current line - var pt0 = this.getPoint0(), pt1 = this.getPoint1(); - //var lineDir = pt1.subtract( pt0 ); - var lineDir = vecUtils.vecSubtract(3, pt1, pt0); + // get the points and direction vector for the current line + var pt0 = this.getPoint0(), pt1 = this.getPoint1(); + //var lineDir = pt1.subtract( pt0 ); + var lineDir = vecUtils.vecSubtract(3, pt1, pt0); - // intersect with the front plane - var planeEq = plane.getPlaneEq(); - var t = MathUtils.vecIntersectPlaneForParam( pt0, lineDir, planeEq ); - if (t != undefined) - { - if ((MathUtils.fpSign(t) >= 0) && (MathUtils.fpCmp(t,1.0) <= 0)) - { - // get the intersection point - var pt = MathUtils.interpolateLine3D( pt0, pt1, t ); - - // see if the intersection point is contained in the bounds - //var contains = this.boundaryContainsPoint( boundaryPts, plane.isBackFacing(), pt ); - var contains = MathUtils.boundaryContainsPoint( boundaryPts, pt, plane.isBackFacing() ); - if (contains == MathUtils.INSIDE) - { - // add the intersection - var dot = MathUtils.dot3( pt0, planeEq ) + planeEq[3]; - var deltaVis = (dot > 0) ? 1 : -1; + // intersect with the front plane + var planeEq = plane.getPlaneEq(); + var t = MathUtils.vecIntersectPlaneForParam( pt0, lineDir, planeEq ); + if (t != undefined) + { + if ((MathUtils.fpSign(t) >= 0) && (MathUtils.fpCmp(t,1.0) <= 0)) + { + // get the intersection point + var pt = MathUtils.interpolateLine3D( pt0, pt1, t ); + + // see if the intersection point is contained in the bounds + //var contains = this.boundaryContainsPoint( boundaryPts, plane.isBackFacing(), pt ); + var onEdge = []; + var contains = MathUtils.boundaryContainsPoint( boundaryPts, pt, plane.isBackFacing(), onEdge ); + if (contains == MathUtils.INSIDE) + { + // add the intersection + var dot = MathUtils.dot3( pt0, planeEq ) + planeEq[3]; + var deltaVis = (dot > 0) ? 1 : -1; // if (plane.isBackFacing()) // deltaVis = (dot < 0) ? 1 : -1; - this.addIntersection( plane, t, deltaVis ); - } - else if (contains == MathUtils.ON) - { - if (MathUtils.fpCmp(t,1.0) < 0) - { - // take the dot product between the line and the normal to the plane - // to determine the change in visibility - var vec = vecUtils.vecSubtract( 3, pt1, pt0 ); - var dot = vecUtils.vecDot( 3, vec, plane.getPlaneEq() ); - var sign = MathUtils.fpSign( dot ); - if (sign == 0) - throw new Error( "coplanar intersection being treated as not coplanar" ); - if (!plane.isBackFacing()) - { - if (sign < 0) - this.addIntersection( plane, t, 1 ); - } - else - { - if (sign > 0) - this.addIntersection( plane, t, -1 ); - } - } - } - } - } - else - { - // the line must be parallel to the plane. If the line is in the plane, - // we need to do some special processing - var d0 = vecUtils.vecDot(3, planeEq, pt0) + planeEq[3], - d1 = vecUtils.vecDot(3, planeEq, pt1) + planeEq[3]; - if ((MathUtils.fpSign(d0) == 0) && (MathUtils.fpSign(d1) == 0)) - this.doCoplanarIntersection( plane ); - } + this.addIntersection( plane, t, deltaVis ); + } + else if (contains == MathUtils.ON) + { + if (MathUtils.fpCmp(t,1.0) < 0) + { + // determine if the intersection is on a front side (no intersection) of the polygons + //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]) ]; + //var vec = vecUtils.vecSubtract(3, pt, ctr ); + if ( !this.edgeIsFrontFacing(boundaryPts, planeEq, plane.isBackFacing(), onEdge[0], onEdge[1]) ) + { + // take the dot product between the line and the normal to the plane + // to determine the change in visibility + var vec = vecUtils.vecSubtract( 3, pt1, pt0 ); + var dot = vecUtils.vecDot( 3, vec, planeEq ); + var sign = MathUtils.fpSign( dot ); + if (sign == 0) + throw new Error( "coplanar intersection being treated as not coplanar" ); + if (!plane.isBackFacing()) + { + if (sign < 0) + this.addIntersection( plane, t, 1 ); + } + else + { + if (sign > 0) + this.addIntersection( plane, t, -1 ); + } + } + } + } + } + } + else + { + // the line must be parallel to the plane. If the line is in the plane, + // we need to do some special processing + var d0 = vecUtils.vecDot(3, planeEq, pt0) + planeEq[3], + d1 = vecUtils.vecDot(3, planeEq, pt1) + planeEq[3]; + if ((MathUtils.fpSign(d0) == 0) && (MathUtils.fpSign(d1) == 0)) + this.doCoplanarIntersection( plane ); + } - // intersect with the 4 planes formed by the edges of the plane, going back in Z - var bPt1 = boundaryPts[3]; - for (var i=0; i<4; i++) - { - // get the 2 points that define the front edge of the plane - var bPt0 = bPt1; - var bPt1 = boundaryPts[i]; - - // calculate the plane equation. The normal should point towards the OUTSIDE of the boundary - //var vec = bPt1.subtract( bPt0 ); - var vec = vecUtils.vecSubtract(3, bPt1, bPt0); - if (plane.isBackFacing()) - MathUtils.negate( vec ); - planeEq = [-vec[1], vec[0], 0]; - var normal = [planeEq[0], planeEq[1], planeEq[2]]; + // intersect with the 4 planes formed by the edges of the plane, going back in Z + var bPt1 = boundaryPts[3]; + for (var i=0; i<4; i++) + { + // get the 2 points that define the front edge of the plane + var bPt0 = bPt1; + var bPt1 = boundaryPts[i]; + + // calculate the plane equation. The normal should point towards the OUTSIDE of the boundary + //var vec = bPt1.subtract( bPt0 ); + var vec = vecUtils.vecSubtract(3, bPt1, bPt0); + if (plane.isBackFacing()) + MathUtils.negate( vec ); + planeEq = [-vec[1], vec[0], 0]; + var normal = [planeEq[0], planeEq[1], planeEq[2]]; // var d = -planeEq.dot(bPt0); - var d = -vecUtils.vecDot(3, planeEq, bPt0); - planeEq[3] = d; + var d = -vecUtils.vecDot(3, planeEq, bPt0); + planeEq[3] = d; - t = MathUtils.vecIntersectPlaneForParam( pt0, lineDir, planeEq ); - if (t) - { - if ((MathUtils.fpSign(t) > 0) && (MathUtils.fpCmp(t,1.0) <= 0)) // the strict vs not-strict inequality comparisons are IMPORTANT! - { - // get the intersection point - var pt = MathUtils.interpolateLine3D( pt0, pt1, t ); - - // we need to get the parameter on the edge of the projection - // of the intersection point onto the line. - var index = (Math.abs(vec[0]) > Math.abs(vec[1])) ? 0 : 1; - var tEdge = (pt[index] - bPt0[index])/(bPt1[index] - bPt0[index]); - if ((MathUtils.fpSign(tEdge) > 0) && (MathUtils.fpCmp(tEdge,1.0) <= 0)) - { - var edgePt = MathUtils.interpolateLine3D( bPt0, bPt1, tEdge ); - if (MathUtils.fpCmp(pt[2],edgePt[2]) < 0) - { - // add the intersection - var deltaVis = MathUtils.dot(lineDir,normal) > 0 ? -1 : 1; - this.addIntersection( plane, t, deltaVis ); - } - } - } - } - } - } - }, + t = MathUtils.vecIntersectPlaneForParam( pt0, lineDir, planeEq ); + if (t) + { + if ((MathUtils.fpSign(t) > 0) && (MathUtils.fpCmp(t,1.0) <= 0)) // the strict vs not-strict inequality comparisons are IMPORTANT! + { + // get the intersection point + var pt = MathUtils.interpolateLine3D( pt0, pt1, t ); + + // we need to get the parameter on the edge of the projection + // of the intersection point onto the line. + var index = (Math.abs(vec[0]) > Math.abs(vec[1])) ? 0 : 1; + var tEdge = (pt[index] - bPt0[index])/(bPt1[index] - bPt0[index]); + if ((MathUtils.fpSign(tEdge) > 0) && (MathUtils.fpCmp(tEdge,1.0) <= 0)) + { + var edgePt = MathUtils.interpolateLine3D( bPt0, bPt1, tEdge ); + if (MathUtils.fpCmp(pt[2],edgePt[2]) < 0) + { + // add the intersection + var deltaVis = MathUtils.dot(lineDir,normal) > 0 ? -1 : 1; + this.addIntersection( plane, t, deltaVis ); + } + } + } + } + } + } + }, + + edgeIsFrontFacing: + { + value: function(boundaryPts, planeNormal, backfacing, iEdge, t) + { + var frontFacing = false; + if (MathUtils.fpCmp(t,1.0) == 0) + { + iEdge = (iEdge + 1) % 4; + t = 0.0; + } + + var pt0 = boundaryPts[iEdge].slice(), + pt1 = boundaryPts[(iEdge+1)%4].slice(); + + 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]) ], + mid = MathUtils.interpolateLine3D( pt0, pt1, 0.5 ); + var vec = vecUtils.vecSubtract( 3, mid, ctr ); + + if (MathUtils.fpSign(t) == 0) + { + // if the edge already calculated is back facing, check the preceeding edge + if (vec[2] > 0) + { + frontFacing = true; + } + else + { + var ptm1 = boundaryPts[(iEdge+3)%4].slice(); + mid = MathUtils.interpolateLine3D( ptm1, pt0, 0.5 ); + vec = vecUtils.vecSubtract( 3, mid, ctr ); + if (vec[2] > 0) frontFacing = true; + } + } + else + { + var cross = VecUtils.vecCross( 3, planeNormal, vecUtils.vecSubtract(3, pt1, pt0) ); + if ((!backfacing && (cross[2] > 0)) || (backfacing && (cross[2] < 0))) frontFacing = true; + } + + return frontFacing; + } + }, doCoplanarIntersection: { value: function( plane ) { // get the boundary points for the plane - var boundaryPts = plane.getBoundaryPoints(); + var boundaryPts = plane.getBoundaryPoints().slice(); var planeEq = plane.getPlaneEq(); - if (plane.isBackFacing()) + var backFacing = plane.isBackFacing(); + if (backFacing) { var tmp; tmp = boundaryPts[0]; boundaryPts[0] = boundaryPts[3]; boundaryPts[3] = tmp; tmp = boundaryPts[1]; boundaryPts[1] = boundaryPts[2]; boundaryPts[2] = tmp; + vecUtils.vecNegate(4, planeEq); } var pt0 = this.getPoint0(), @@ -221,6 +273,12 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, { if (s0 != s1) { + if (backFacing) + { + s0 = -s0; + s1 = -s1; + } + var t = Math.abs(d0)/( Math.abs(d0) + Math.abs(d1) ); if (MathUtils.fpSign(t) === 0) { @@ -233,7 +291,8 @@ var StageLine = exports.StageLine = Object.create(Object.prototype, { var st0 = MathUtils.fpSign(dt0), st1 = MathUtils.fpSign(dt1); if ((st0 >= 0) && (st1 >= 0)) { - if (s1 > 0) // entering the material from the beginning of the line that is to be drawn + //if ( (plane.isBackFacing() && (s1 < 0)) || (!plane.isBackFacing() && (s1 > 0)) ) // entering the material from the beginning of the line that is to be drawn + if (s1 > 0) { // see if the start point of the line is at a corner of the bounded plane var lineDir = vecUtils.vecSubtract(3, pt1, pt0); diff --git a/js/helper-classes/3D/math-utils.js b/js/helper-classes/3D/math-utils.js index 409d2750..4da3d2c8 100755 --- a/js/helper-classes/3D/math-utils.js +++ b/js/helper-classes/3D/math-utils.js @@ -784,7 +784,7 @@ var MathUtilsClass = exports.MathUtilsClass = Object.create(Object.prototype, { }, boundaryContainsPoint: { - value: function( bounds, targetPt, backFacing ) + value: function( bounds, targetPt, backFacing, onParams ) { var pt = targetPt.slice(0); while (pt.length > 2) pt.pop(); @@ -817,7 +817,14 @@ var MathUtilsClass = exports.MathUtilsClass = Object.create(Object.prototype, { var t = VecUtils.vecMag(2, vec1)/VecUtils.vecMag(2, vec0); var dot = VecUtils.vecDot(2, vec0, vec1); if ((this.fpSign(dot) >= 0) && (this.fpSign(t) >= 0) && (this.fpCmp(t,1.0) <= 0)) + { + if (onParams) + { + onParams[0] = (i+3) % 4; + onParams[1] = t; + } return this.ON; + } else return this.OUTSIDE; } -- cgit v1.2.3