Implement plane mapper struct and use it in clipping functions
This commit is contained in:
parent
422630c2d9
commit
ef32b47e02
|
@ -54,27 +54,79 @@ public static class MathUtils
|
|||
return Math.Abs(Vector3.Dot(plane.Normal, point) + plane.D) / plane.Normal.Length();
|
||||
}
|
||||
|
||||
public record PlanePointMapper
|
||||
{
|
||||
Vector3 _origin;
|
||||
Vector3 _xAxis;
|
||||
Vector3 _yAxis;
|
||||
|
||||
public PlanePointMapper(Vector3 normal, Vector3 p0, Vector3 p1)
|
||||
{
|
||||
_origin = p0;
|
||||
_xAxis = p1 - _origin;
|
||||
_yAxis = Vector3.Cross(normal, _xAxis);
|
||||
|
||||
_xAxis = Vector3.Normalize(_xAxis);
|
||||
_yAxis = Vector3.Normalize(_yAxis);
|
||||
}
|
||||
|
||||
public Vector2 MapTo2d(Vector3 point)
|
||||
{
|
||||
var offset = point - _origin;
|
||||
var x = Vector3.Dot(offset, _xAxis);
|
||||
var y = Vector3.Dot(offset, _yAxis);
|
||||
return new Vector2(x, y);
|
||||
}
|
||||
|
||||
public Vector2[] MapTo2d(Vector3[] points)
|
||||
{
|
||||
var points2d = new Vector2[points.Length];
|
||||
for (var i = 0; i < points.Length; i++)
|
||||
{
|
||||
points2d[i] = MapTo2d(points[i]);
|
||||
}
|
||||
return points2d;
|
||||
}
|
||||
|
||||
public Vector3 MapTo3d(Vector2 point)
|
||||
{
|
||||
return _origin + point.X * _xAxis + point.Y * _yAxis;
|
||||
}
|
||||
|
||||
public Vector3[] MapTo3d(Vector2[] points)
|
||||
{
|
||||
var points3d = new Vector3[points.Length];
|
||||
for (var i = 0; i < points.Length; i++)
|
||||
{
|
||||
points3d[i] = MapTo3d(points[i]);
|
||||
}
|
||||
return points3d;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Expects poly to be convex. Given a point
|
||||
/// </summary>
|
||||
public static Vector3 ClipPointToPoly3d(Vector3 point, Vector3[] vertices, Plane projectionPlane)
|
||||
{
|
||||
// TODO: Shouldn't need to pass 3d. We can just pass the luxel coord, and then we only need the
|
||||
var (p2d, v2ds) = LocalPlaneCoords(point, vertices, projectionPlane);
|
||||
var mapper = new PlanePointMapper(projectionPlane.Normal, vertices[0], vertices[1]);
|
||||
|
||||
// !HACK: Replace this shit
|
||||
var origin = vertices[0];
|
||||
var locX = vertices[1] - origin;
|
||||
var locY = Vector3.Cross(projectionPlane.Normal, locX);
|
||||
locX = Vector3.Normalize(locX);
|
||||
locY = Vector3.Normalize(locY);
|
||||
var v2ds = mapper.MapTo2d(vertices);
|
||||
var p2d = mapper.MapTo2d(point);
|
||||
p2d = ClipPointToPoly2d(p2d, v2ds);
|
||||
|
||||
for (var i = 0; i < v2ds.Length; i++)
|
||||
return mapper.MapTo3d(p2d);
|
||||
}
|
||||
|
||||
public static Vector2 ClipPointToPoly2d(Vector2 point, Vector2[] vertices)
|
||||
{
|
||||
var vertexCount = vertices.Length;
|
||||
for (var i = 0; i < vertexCount; i++)
|
||||
{
|
||||
var a = v2ds[i];
|
||||
var b = v2ds[(i + 1) % v2ds.Length];
|
||||
var a = vertices[i];
|
||||
var b = vertices[(i + 1) % vertexCount];
|
||||
var segment = b - a;
|
||||
var offset = p2d - a;
|
||||
var offset = point - a;
|
||||
var norm = Vector2.Normalize(new Vector2(-segment.Y, segment.X));
|
||||
var side = Vector2.Dot(norm, offset);
|
||||
if (side >= -Epsilon)
|
||||
|
@ -82,32 +134,10 @@ public static class MathUtils
|
|||
// We apply epsilon so that we push slightly into the poly. If we only
|
||||
// push to the edge then Embree sometimes misses casts. The reason
|
||||
// it's 2 epsilon is so Side == -Epsilon still gets pushed in properly
|
||||
p2d -= norm * (side + 2 * Epsilon);
|
||||
point -= norm * (side + 2 * Epsilon);
|
||||
}
|
||||
}
|
||||
|
||||
return origin + p2d.X * locX + p2d.Y * locY;
|
||||
}
|
||||
|
||||
// TODO: Only do this once per poly
|
||||
public static (Vector2, Vector2[]) LocalPlaneCoords(Vector3 point, Vector3[] ps, Plane plane)
|
||||
{
|
||||
var origin = ps[0];
|
||||
var locX = ps[1] - origin;
|
||||
var locY = Vector3.Cross(plane.Normal, locX);
|
||||
|
||||
locX = Vector3.Normalize(locX);
|
||||
locY = Vector3.Normalize(locY);
|
||||
|
||||
var offset = point - origin;
|
||||
var p2d = new Vector2(Vector3.Dot(offset, locX), Vector3.Dot(offset, locY));
|
||||
var p2ds = new Vector2[ps.Length];
|
||||
for (var i = 0; i < ps.Length; i++)
|
||||
{
|
||||
var p = ps[i] - origin;
|
||||
p2ds[i] = new Vector2(Vector3.Dot(p, locX), Vector3.Dot(p, locY));
|
||||
}
|
||||
|
||||
return (p2d, p2ds);
|
||||
return point;
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue