#include "o3d/tri_vertex.h" #include #include "math/math_vector.h" #include "o3d/vertex_data.h" #include "o3d/vertex.h" #include "o3d/tri_vertex.h" TriangleVertex3::TriangleVertex3(Vertex3 vertex1, Vertex3 vertex2, Vertex3 vertex3) : vertex1{vertex1}, vertex2{vertex2}, vertex3{vertex3} { } #define P1_OUT 1 #define P2_OUT 2 #define P3_OUT 4 static void _crop_x(std::vector& tris, TriangleVertex3 t, int n, float x) { switch (n) { case 0: tris.push_back(t); break; case P1_OUT: case P2_OUT: case P3_OUT: case P2_OUT | P3_OUT: case P1_OUT | P3_OUT: case P1_OUT | P2_OUT: { Vertex3* q1; Vertex3* q2; Vertex3* q3; switch (n) { case P1_OUT: case P2_OUT | P3_OUT: q1 = &t.vertex1; q2 = &t.vertex2; q3 = &t.vertex3; break; case P2_OUT: case P1_OUT | P3_OUT: q1 = &t.vertex2; q2 = &t.vertex1; q3 = &t.vertex3; break; case P3_OUT: case P1_OUT | P2_OUT: q1 = &t.vertex3; q2 = &t.vertex2; q3 = &t.vertex1; break; } MathVector3 dq2 = q1->point - q2->point; float fac2 = (x - q2->point.x) / dq2.x; Vertex3 r2{ { x, q2->point.y + fac2 * dq2.y, q2->point.z + fac2 * dq2.z }, VertexData::lerp(q2->data, q1->data, fac2) }; MathVector3 dq3 = q1->point - q3->point; float fac3 = (x - q3->point.x) / dq3.x; Vertex3 r3{ { x, q3->point.y + fac3 * dq3.y, q3->point.z + fac3 * dq3.z }, VertexData::lerp(q3->data, q1->data, fac3) }; switch (n) { case P1_OUT: tris.push_back({r3, *q2, *q3}); tris.push_back({r3, r2, *q2}); break; case P2_OUT: tris.push_back({r2, *q3, *q2}); tris.push_back({r2, r3, *q3}); break; case P3_OUT: tris.push_back({r2, *q3, *q2}); tris.push_back({r2, r3, *q3}); break; case P2_OUT | P3_OUT: tris.push_back({*q1, r2, r3}); break; case P1_OUT | P3_OUT: tris.push_back({*q1, r3, r2}); break; case P1_OUT | P2_OUT: tris.push_back({*q1, r3, r2}); break; } } break; case P1_OUT | P2_OUT | P3_OUT: break; } } static void _crop_y(std::vector& tris, TriangleVertex3 t, int n, float y) { switch (n) { case 0: tris.push_back(t); break; case P1_OUT: case P2_OUT: case P3_OUT: case P2_OUT | P3_OUT: case P1_OUT | P3_OUT: case P1_OUT | P2_OUT: { Vertex3* q1; Vertex3* q2; Vertex3* q3; switch (n) { case P1_OUT: case P2_OUT | P3_OUT: q1 = &t.vertex1; q2 = &t.vertex2; q3 = &t.vertex3; break; case P2_OUT: case P1_OUT | P3_OUT: q1 = &t.vertex2; q2 = &t.vertex1; q3 = &t.vertex3; break; case P3_OUT: case P1_OUT | P2_OUT: q1 = &t.vertex3; q2 = &t.vertex2; q3 = &t.vertex1; break; } MathVector3 dq2 = q1->point - q2->point; float fac2 = (y - q2->point.y) / dq2.y; Vertex3 r2{ { q2->point.x + fac2 * dq2.x, y, q2->point.z + fac2 * dq2.z }, VertexData::lerp(q2->data, q1->data, fac2) }; MathVector3 dq3 = q1->point - q3->point; float fac3 = (y - q3->point.y) / dq3.y; Vertex3 r3{ { q3->point.x + fac3 * dq3.x, y, q3->point.z + fac3 * dq3.z }, VertexData::lerp(q3->data, q1->data, fac3) }; switch (n) { case P1_OUT: tris.push_back({r3, *q2, *q3}); tris.push_back({r3, r2, *q2}); break; case P2_OUT: tris.push_back({r2, *q3, *q2}); tris.push_back({r2, r3, *q3}); break; case P3_OUT: tris.push_back({r2, *q3, *q2}); tris.push_back({r2, r3, *q3}); break; case P2_OUT | P3_OUT: tris.push_back({*q1, r2, r3}); break; case P1_OUT | P3_OUT: tris.push_back({*q1, r3, r2}); break; case P1_OUT | P2_OUT: tris.push_back({*q1, r3, r2}); break; } } break; case P1_OUT | P2_OUT | P3_OUT: break; } } std::vector TriangleVertex3::crop_xy_out(float x1, float x2, float y1, float y2) const { std::vector tris_final; std::vector tris1; _crop_x(tris1, *this, (vertex1.point.x < x1) | ((vertex2.point.x < x1) << 1) | ((vertex3.point.x < x1) << 2), x1); for (auto t1 : tris1) { std::vector tris2; _crop_x(tris2, t1, (t1.vertex1.point.x > x2) | ((t1.vertex2.point.x > x2) << 1) | ((t1.vertex3.point.x > x2) << 2), x2); for (auto t2 : tris2) { std::vector tris3; _crop_y(tris3, t2, (t2.vertex1.point.y < y1) | ((t2.vertex2.point.y < y1) << 1) | ((t2.vertex3.point.y < y1) << 2), y1); for (auto t3 : tris3) _crop_y(tris_final, t3, (t3.vertex1.point.y > y2) | ((t3.vertex2.point.y > y2) << 1) | ((t3.vertex3.point.y > y2) << 2), y2); } } return tris_final; } #undef P1_OUT #undef P2_OUT #undef P3_OUT TriangleVertex4::TriangleVertex4(Vertex4 vertex1, Vertex4 vertex2, Vertex4 vertex3) : vertex1{vertex1}, vertex2{vertex2}, vertex3{vertex3} { } TriangleVertex4::TriangleVertex4(TriangleVertex3 triangle) : vertex1{triangle.vertex1}, vertex2{triangle.vertex2}, vertex3{triangle.vertex3} { } #define P1_OUT 1 #define P2_OUT 2 #define P3_OUT 4 static void _crop_z(std::vector& tris, TriangleVertex4 t, int n, float z) { switch (n) { case 0: tris.push_back(t); break; case P1_OUT: case P2_OUT: case P3_OUT: case P2_OUT | P3_OUT: case P1_OUT | P3_OUT: case P1_OUT | P2_OUT: { Vertex4* q1; Vertex4* q2; Vertex4* q3; switch (n) { case P1_OUT: case P2_OUT | P3_OUT: q1 = &t.vertex1; q2 = &t.vertex2; q3 = &t.vertex3; break; case P2_OUT: case P1_OUT | P3_OUT: q1 = &t.vertex2; q2 = &t.vertex1; q3 = &t.vertex3; break; case P3_OUT: case P1_OUT | P2_OUT: q1 = &t.vertex3; q2 = &t.vertex2; q3 = &t.vertex1; break; } MathVector4 dq2 = q1->point - q2->point; float fac2 = (z - q2->point.z) / dq2.z; Vertex4 r2{ { q2->point.x + fac2 * dq2.x, q2->point.y + fac2 * dq2.y, z, q2->point.w + fac2 * dq2.w }, VertexData::lerp(q2->data, q1->data, fac2) }; MathVector4 dq3 = q1->point - q3->point; float fac3 = (z - q3->point.z) / dq3.z; Vertex4 r3{ { q3->point.x + fac3 * dq3.x, q3->point.y + fac3 * dq3.y, z, q3->point.w + fac3 * dq3.w }, VertexData::lerp(q3->data, q1->data, fac3) }; switch (n) { case P1_OUT: tris.push_back({r3, *q2, *q3}); tris.push_back({r3, r2, *q2}); break; case P2_OUT: tris.push_back({r2, *q3, *q2}); tris.push_back({r2, r3, *q3}); break; case P3_OUT: tris.push_back({r2, *q3, *q2}); tris.push_back({r2, r3, *q3}); break; case P2_OUT | P3_OUT: tris.push_back({*q1, r2, r3}); break; case P1_OUT | P3_OUT: tris.push_back({*q1, r3, r2}); break; case P1_OUT | P2_OUT: tris.push_back({*q1, r3, r2}); break; } } break; case P1_OUT | P2_OUT | P3_OUT: break; } } std::vector TriangleVertex4::crop_z_out(float z1, float z2) const { std::vector tris; _crop_z(tris, *this, (vertex1.point.z < z1) | ((vertex2.point.z < z1) << 1) | ((vertex3.point.z < z1) << 2), z1); std::vector tris2; for (auto t : tris) _crop_z(tris2, t, (t.vertex1.point.z > z2) | ((t.vertex2.point.z > z2) << 1) | ((t.vertex3.point.z > z2) << 2), z2); return tris2; } #undef P1_OUT #undef P2_OUT #undef P3_OUT TriangleVertex3 TriangleVertex4::div_by_w() const { return {vertex1.div_by_w(), vertex2.div_by_w(), vertex3.div_by_w()}; }