// tile.cxx -- routines to handle a scenery tile // // Written by Curtis Olson, started May 1998. // // Copyright (C) 1998 Curtis L. Olson - curt@infoplane.com // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ // (Log is kept at end of this file) #include #include #include "tile.hxx" #if 0 // return the sign of a value #define FG_SIGN( x ) ((x) < 0 ? -1 : 1) // return min or max of two values #define FG_MIN(A,B) ((A) < (B) ? (A) : (B)) #define FG_MAX(A,B) ((A) > (B) ? (A) : (B)) fgFACE :: fgFACE () : n1(0), n2(0), n3(0) { } fgFACE :: ~fgFACE() { } fgFACE :: fgFACE( const fgFACE & image ) : n1( image.n1), n2( image.n2), n3( image.n3) { } bool fgFACE :: operator < (const fgFACE & rhs ) { return ( n1 < rhs.n1 ? true : false); } bool fgFACE :: operator == (const fgFACE & rhs ) { return ((n1 == rhs.n1) && (n2 == rhs.n2) && ( n3 == rhs.n3)); } // Constructor fgFRAGMENT::fgFRAGMENT ( void ) { } // Copy constructor fgFRAGMENT :: fgFRAGMENT ( const fgFRAGMENT & rhs ) : center ( rhs.center ), bounding_radius( rhs.bounding_radius ), material_ptr ( rhs.material_ptr ), tile_ptr ( rhs.tile_ptr ), display_list ( rhs.display_list ), faces ( rhs.faces ), num_faces ( rhs.num_faces ) { } fgFRAGMENT & fgFRAGMENT :: operator = ( const fgFRAGMENT & rhs ) { if(!(this == &rhs )) { center = rhs.center; bounding_radius = rhs.bounding_radius; material_ptr = rhs.material_ptr; tile_ptr = rhs.tile_ptr; // display_list = rhs.display_list; faces = rhs.faces; } return *this; } // Add a face to the face list void fgFRAGMENT::add_face(int n1, int n2, int n3) { fgFACE face; face.n1 = n1; face.n2 = n2; face.n3 = n3; faces.push_back(face); num_faces++; } /* // return the sign of a value static int fg_sign( double x ) { if ( x >= 0 ) { return(1); } else { return(-1); } } // return the minimum of the three values static double fg_min( double a, double b, double c ) { double result; result = a; if (result > b) result = b; if (result > c) result = c; return(result); } // return the maximum of the three values static double fg_max( double a, double b, double c ) { double result; result = a; if (result < b) result = b; if (result < c) result = c; return(result); } */ // return the minimum of the three values static double fg_min3 (double a, double b, double c) { return (a > b ? FG_MIN (b, c) : FG_MIN (a, c)); } // return the maximum of the three values static double fg_max3 (double a, double b, double c) { return (a < b ? FG_MAX (b, c) : FG_MAX (a, c)); } // test if line intesects with this fragment. p0 and p1 are the two // line end points of the line. If side_flag is true, check to see // that end points are on opposite sides of face. Returns 1 if it // intersection found, 0 otherwise. If it intesects, result is the // point of intersection int fgFRAGMENT::intersect( const Point3D& end0, Point3D& end1, int side_flag, Point3D& result) { fgTILE *t; fgFACE face; MAT3vec v1, v2, n, center; double p1[3], p2[3], p3[3]; double x, y, z; // temporary holding spot for result double a, b, c, d; double x0, y0, z0, x1, y1, z1, a1, b1, c1; double t1, t2, t3; double xmin, xmax, ymin, ymax, zmin, zmax; double dx, dy, dz, min_dim, x2, y2, x3, y3, rx, ry; int side1, side2; list < fgFACE > :: iterator current; list < fgFACE > :: iterator last; // find the associated tile t = tile_ptr; // printf("Intersecting\n"); // traverse the face list for this fragment current = faces.begin(); last = faces.end(); while ( current != last ) { face = *current; current++; // printf("."); // get face vertex coordinates center[0] = t->center.x; center[1] = t->center.y; center[2] = t->center.z; MAT3_ADD_VEC(p1, t->nodes[face.n1], center); MAT3_ADD_VEC(p2, t->nodes[face.n2], center); MAT3_ADD_VEC(p3, t->nodes[face.n3], center); // printf("point 1 = %.2f %.2f %.2f\n", p1[0], p1[1], p1[2]); // printf("point 2 = %.2f %.2f %.2f\n", p2[0], p2[1], p2[2]); // printf("point 3 = %.2f %.2f %.2f\n", p3[0], p3[1], p3[2]); // calculate two edge vectors, and the face normal MAT3_SUB_VEC(v1, p2, p1); MAT3_SUB_VEC(v2, p3, p1); MAT3cross_product(n, v1, v2); // calculate the plane coefficients for the plane defined by // this face. If n is the normal vector, n = (a, b, c) and p1 // is a point on the plane, p1 = (x0, y0, z0), then the // equation of the line is a(x-x0) + b(y-y0) + c(z-z0) = 0 a = n[0]; b = n[1]; c = n[2]; d = a * p1[0] + b * p1[1] + c * p1[2]; // printf("a, b, c, d = %.2f %.2f %.2f %.2f\n", a, b, c, d); // printf("p1(d) = %.2f\n", a * p1[0] + b * p1[1] + c * p1[2]); // printf("p2(d) = %.2f\n", a * p2[0] + b * p2[1] + c * p2[2]); // printf("p3(d) = %.2f\n", a * p3[0] + b * p3[1] + c * p3[2]); // calculate the line coefficients for the specified line x0 = end0.x(); x1 = end1.x(); y0 = end0.y(); y1 = end1.y(); z0 = end0.z(); z1 = end1.z(); if ( fabs(x1 - x0) > FG_EPSILON ) { a1 = 1.0 / (x1 - x0); } else { // we got a big divide by zero problem here a1 = 0.0; } b1 = y1 - y0; c1 = z1 - z0; // intersect the specified line with this plane t1 = b * b1 * a1; t2 = c * c1 * a1; // printf("a = %.2f t1 = %.2f t2 = %.2f\n", a, t1, t2); if ( fabs(a + t1 + t2) > FG_EPSILON ) { x = (t1*x0 - b*y0 + t2*x0 - c*z0 + d) / (a + t1 + t2); t3 = a1 * (x - x0); y = b1 * t3 + y0; z = c1 * t3 + z0; // printf("result(d) = %.2f\n", a * x + b * y + c * z); } else { // no intersection point continue; } if ( side_flag ) { // check to see if end0 and end1 are on opposite sides of // plane if ( (x - x0) > FG_EPSILON ) { t1 = x; t2 = x0; t3 = x1; } else if ( (y - y0) > FG_EPSILON ) { t1 = y; t2 = y0; t3 = y1; } else if ( (z - z0) > FG_EPSILON ) { t1 = z; t2 = z0; t3 = z1; } else { // everything is too close together to tell the difference // so the current intersection point should work as good // as any result->x = x; result->y = y; result->z = z; return(1); } side1 = FG_SIGN (t1 - t2); side2 = FG_SIGN (t1 - t3); if ( side1 == side2 ) { // same side, punt continue; } } // check to see if intersection point is in the bounding // cube of the face #ifdef XTRA_DEBUG_STUFF xmin = fg_min3 (p1[0], p2[0], p3[0]); xmax = fg_max3 (p1[0], p2[0], p3[0]); ymin = fg_min3 (p1[1], p2[1], p3[1]); ymax = fg_max3 (p1[1], p2[1], p3[1]); zmin = fg_min3 (p1[2], p2[2], p3[2]); zmax = fg_max3 (p1[2], p2[2], p3[2]); printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n", xmin, ymin, zmin, xmax, ymax, zmax); #endif // punt if outside bouding cube if ( x < (xmin = fg_min3 (p1[0], p2[0], p3[0])) ) { continue; } else if ( x > (xmax = fg_max3 (p1[0], p2[0], p3[0])) ) { continue; } else if ( y < (ymin = fg_min3 (p1[1], p2[1], p3[1])) ) { continue; } else if ( y > (ymax = fg_max3 (p1[1], p2[1], p3[1])) ) { continue; } else if ( z < (zmin = fg_min3 (p1[2], p2[2], p3[2])) ) { continue; } else if ( z > (zmax = fg_max3 (p1[2], p2[2], p3[2])) ) { continue; } // (finally) check to see if the intersection point is // actually inside this face //first, drop the smallest dimension so we only have to work //in 2d. dx = xmax - xmin; dy = ymax - ymin; dz = zmax - zmin; min_dim = fg_min3 (dx, dy, dz); if ( fabs(min_dim - dx) <= FG_EPSILON ) { // x is the smallest dimension x1 = p1[1]; y1 = p1[2]; x2 = p2[1]; y2 = p2[2]; x3 = p3[1]; y3 = p3[2]; rx = y; ry = z; } else if ( fabs(min_dim - dy) <= FG_EPSILON ) { // y is the smallest dimension x1 = p1[0]; y1 = p1[2]; x2 = p2[0]; y2 = p2[2]; x3 = p3[0]; y3 = p3[2]; rx = x; ry = z; } else if ( fabs(min_dim - dz) <= FG_EPSILON ) { // z is the smallest dimension x1 = p1[0]; y1 = p1[1]; x2 = p2[0]; y2 = p2[1]; x3 = p3[0]; y3 = p3[1]; rx = x; ry = y; } else { // all dimensions are really small so lets call it close // enough and return a successful match result->x = x; result->y = y; result->z = z; return(1); } // check if intersection point is on the same side of p1 <-> p2 as p3 t1 = (y1 - y2) / (x1 - x2); side1 = FG_SIGN (t1 * ((x3) - x2) + y2 - (y3)); side2 = FG_SIGN (t1 * ((rx) - x2) + y2 - (ry)); if ( side1 != side2 ) { // printf("failed side 1 check\n"); continue; } // check if intersection point is on correct side of p2 <-> p3 as p1 t1 = (y2 - y3) / (x2 - x3); side1 = FG_SIGN (t1 * ((x1) - x3) + y3 - (y1)); side2 = FG_SIGN (t1 * ((rx) - x3) + y3 - (ry)); if ( side1 != side2 ) { // printf("failed side 2 check\n"); continue; } // check if intersection point is on correct side of p1 <-> p3 as p2 t1 = (y1 - y3) / (x1 - x3); side1 = FG_SIGN (t1 * ((x2) - x3) + y3 - (y2)); side2 = FG_SIGN (t1 * ((rx) - x3) + y3 - (ry)); if ( side1 != side2 ) { // printf("failed side 3 check\n"); continue; } // printf( "intersection point = %.2f %.2f %.2f\n", x, y, z); result->x = x; result->y = y; result->z = z; return(1); } // printf("\n"); return(0); } // Destructor fgFRAGMENT::~fgFRAGMENT ( void ) { // Step through the face list deleting the items until the list is // empty // printf("destructing a fragment with %d faces\n", faces.size()); faces.erase( faces.begin(), faces.end() ); } // equality operator bool fgFRAGMENT :: operator == ( const fgFRAGMENT & rhs) { if(( center.x - rhs.center.x ) < FG_EPSILON) { if(( center.y - rhs.center.y) < FG_EPSILON) { if(( center.z - rhs.center.z) < FG_EPSILON) { return true; } } } return false; } // comparison operator bool fgFRAGMENT :: operator < ( const fgFRAGMENT &rhs) { // This is completely arbitrary. It satisfies RW's STL implementation return bounding_radius < rhs.bounding_radius; } #endif // Constructor fgTILE::fgTILE ( void ) { nodes = new double[MAX_NODES][3]; } // Destructor fgTILE::~fgTILE ( void ) { free(nodes); } // $Log$ // Revision 1.12 1998/10/16 00:55:45 curt // Converted to Point3D class. // // Revision 1.11 1998/09/02 14:37:08 curt // Use erase() instead of while ( size() ) pop_front(); // // Revision 1.10 1998/08/25 16:52:42 curt // material.cxx material.hxx obj.cxx obj.hxx texload.c texload.h moved to // ../Objects // // Revision 1.9 1998/08/24 20:11:39 curt // Tweaks ... // // Revision 1.8 1998/08/22 14:49:58 curt // Attempting to iron out seg faults and crashes. // Did some shuffling to fix a initialization order problem between view // position, scenery elevation. // // Revision 1.7 1998/08/20 15:12:05 curt // Used a forward declaration of classes fgTILE and fgMATERIAL to eliminate // the need for "void" pointers and casts. // Quick hack to count the number of scenery polygons that are being drawn. // // Revision 1.6 1998/08/12 21:13:05 curt // material.cxx: don't load textures if they are disabled // obj.cxx: optimizations from Norman Vine // tile.cxx: minor tweaks // tile.hxx: addition of num_faces // tilemgr.cxx: minor tweaks // // Revision 1.5 1998/07/24 21:42:08 curt // material.cxx: whups, double method declaration with no definition. // obj.cxx: tweaks to avoid errors in SGI's CC. // tile.cxx: optimizations by Norman Vine. // tilemgr.cxx: optimizations by Norman Vine. // // Revision 1.4 1998/07/22 21:41:42 curt // Add basic fgFACE methods contributed by Charlie Hotchkiss. // intersect optimization from Norman Vine. // // Revision 1.3 1998/07/16 17:34:24 curt // Ground collision detection optimizations contributed by Norman Vine. // // Revision 1.2 1998/07/12 03:18:28 curt // Added ground collision detection. This involved: // - saving the entire vertex list for each tile with the tile records. // - saving the face list for each fragment with the fragment records. // - code to intersect the current vertical line with the proper face in // an efficient manner as possible. // Fixed a bug where the tiles weren't being shifted to "near" (0,0,0) // // Revision 1.1 1998/05/23 14:09:21 curt // Added tile.cxx and tile.hxx. // Working on rewriting the tile management system so a tile is just a list // fragments, and the fragment record contains the display list for that fragment. //