118 lines
3.2 KiB
C++

/** @file
* @author Daniel Chappuis
* @copyright 2010-2016 Daniel Chappuis
* @license BSD 3 clauses (see license file)
*/
// Libraries
#include <ephysics/collision/narrowphase/EPA/EdgeEPA.h>
#include <ephysics/collision/narrowphase/EPA/TriangleEPA.h>
#include <ephysics/collision/narrowphase/EPA/TrianglesStore.h>
#include <cassert>
// We want to use the ReactPhysics3D namespace
using namespace reactphysics3d;
// Constructor
EdgeEPA::EdgeEPA() {
}
// Constructor
EdgeEPA::EdgeEPA(TriangleEPA* ownerTriangle, int32_t index)
: mOwnerTriangle(ownerTriangle), mIndex(index) {
assert(index >= 0 && index < 3);
}
// Copy-constructor
EdgeEPA::EdgeEPA(const EdgeEPA& edge) {
mOwnerTriangle = edge.mOwnerTriangle;
mIndex = edge.mIndex;
}
// Destructor
EdgeEPA::~EdgeEPA() {
}
// Return the index of the source vertex of the edge (vertex starting the edge)
uint32_t EdgeEPA::getSourceVertexIndex() const {
return (*mOwnerTriangle)[mIndex];
}
// Return the index of the target vertex of the edge (vertex ending the edge)
uint32_t EdgeEPA::getTargetVertexIndex() const {
return (*mOwnerTriangle)[indexOfNextCounterClockwiseEdge(mIndex)];
}
// Execute the recursive silhouette algorithm from this edge
bool EdgeEPA::computeSilhouette(const Vector3* vertices, uint32_t indexNewVertex,
TrianglesStore& triangleStore) {
// If the edge has not already been visited
if (!mOwnerTriangle->getIsObsolete()) {
// If the triangle of this edge is not visible from the given point
if (!mOwnerTriangle->isVisibleFromVertex(vertices, indexNewVertex)) {
TriangleEPA* triangle = triangleStore.newTriangle(vertices, indexNewVertex,
getTargetVertexIndex(),
getSourceVertexIndex());
// If the triangle has been created
if (triangle != NULL) {
halfLink(EdgeEPA(triangle, 1), *this);
return true;
}
return false;
}
else {
// The current triangle is visible and therefore obsolete
mOwnerTriangle->setIsObsolete(true);
int32_t backup = triangleStore.getNbTriangles();
if(!mOwnerTriangle->getAdjacentEdge(indexOfNextCounterClockwiseEdge(
this->mIndex)).computeSilhouette(vertices,
indexNewVertex,
triangleStore)) {
mOwnerTriangle->setIsObsolete(false);
TriangleEPA* triangle = triangleStore.newTriangle(vertices, indexNewVertex,
getTargetVertexIndex(),
getSourceVertexIndex());
// If the triangle has been created
if (triangle != NULL) {
halfLink(EdgeEPA(triangle, 1), *this);
return true;
}
return false;
}
else if (!mOwnerTriangle->getAdjacentEdge(indexOfPreviousCounterClockwiseEdge(
this->mIndex)).computeSilhouette(vertices,
indexNewVertex,
triangleStore)) {
mOwnerTriangle->setIsObsolete(false);
triangleStore.setNbTriangles(backup);
TriangleEPA* triangle = triangleStore.newTriangle(vertices, indexNewVertex,
getTargetVertexIndex(),
getSourceVertexIndex());
if (triangle != NULL) {
halfLink(EdgeEPA(triangle, 1), *this);
return true;
}
return false;
}
}
}
return true;
}