#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 )
+{
+}
+
+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;
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;
// printf("a = %.2f t1 = %.2f t2 = %.2f\n", a, t1, t2);
if ( fabs(a + t1 + t2) > FG_EPSILON ) {
- result->x = (t1*x0 - b*y0 + t2*x0 - c*z0 + d) / (a + t1 + t2);
- t3 = a1 * (result->x - x0);
- result->y = b1 * t3 + y0;
- result->z = c1 * t3 + z0;
- // printf("result(d) = %.2f\n",
- // a * result->x + b * result->y + c * result->z);
+ 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 ( (result->x - x0) > FG_EPSILON ) {
- t1 = result->x; t2 = x0; t3 = x1;
- } else if ( (result->y - y0) > FG_EPSILON ) {
- t1 = result->y; t2 = y0; t3 = y1;
- } else if ( (result->z - z0) > FG_EPSILON ) {
- t1 = result->z; t2 = z0; t3 = z1;
+ 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);
// printf("bounding cube = %.2f,%.2f,%.2f %.2f,%.2f,%.2f\n",
// xmin, ymin, zmin, xmax, ymax, zmax);
// punt if outside bouding cube
- if ( result->x < xmin ) {
+ if ( x < xmin ) {
continue;
- } else if ( result->x > xmax ) {
+ } else if ( x > xmax ) {
continue;
- } else if ( result->y < ymin ) {
+ } else if ( y < ymin ) {
continue;
- } else if ( result->y > ymax ) {
+ } else if ( y > ymax ) {
continue;
- } else if ( result->z < zmin ) {
+ } else if ( z < zmin ) {
continue;
- } else if ( result->z > zmax ) {
+ } else if ( z > zmax ) {
continue;
}
x1 = p1[1]; y1 = p1[2];
x2 = p2[1]; y2 = p2[2];
x3 = p3[1]; y3 = p3[2];
- rx = result->y; ry = result->z;
+ 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 = result->x; ry = result->z;
+ 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 = result->x; ry = result->y;
+ 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);
}
continue;
}
- // printf( "intersection point = %.2f %.2f %.2f\n",
- // result->x, result->y, result->z);
+ // printf( "intersection point = %.2f %.2f %.2f\n", x, y, z);
+ result->x = x; result->y = y; result->z = z;
return(1);
}
}
+// 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;
+}
+
+
// Constructor
fgTILE::fgTILE ( void ) {
nodes = new double[MAX_NODES][3];
// $Log$
+// 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.
//
#endif
#include <list> // STL list
-#ifdef NEEDNAMESPACESTD
-using namespace std;
-#endif
#include <Bucket/bucketutils.h>
#include <Include/fg_types.h>
#include <Math/mat3.h>
+#ifdef NEEDNAMESPACESTD
+using namespace std;
+#endif
+
// Maximum nodes per tile
#define MAX_NODES 1000
-typedef struct {
+class fgFACE {
+public:
int n1, n2, n3;
-} fgFACE;
+
+ fgFACE();
+ ~fgFACE();
+ fgFACE( const fgFACE & image );
+ bool operator < ( const fgFACE & rhs );
+ bool operator == ( const fgFACE & rhs );
+};
// Object fragment data class
// face list (this indexes into the master tile vertex list)
list < fgFACE > faces;
- // Constructor
- fgFRAGMENT ( void );
-
// Add a face to the face list
void add_face(int n1, int n2, int n3);
int intersect( fgPoint3d *end0, fgPoint3d *end1, int side_flag,
fgPoint3d *result);
+ // Constructors
+ fgFRAGMENT ();
+ fgFRAGMENT ( const fgFRAGMENT &image );
+
// Destructor
- ~fgFRAGMENT ( void );
+ ~fgFRAGMENT ( );
+
+ // operators
+ fgFRAGMENT & operator = ( const fgFRAGMENT & rhs );
+ bool operator == ( const fgFRAGMENT & rhs );
+ bool operator < ( const fgFRAGMENT & rhs );
};
// $Log$
+// Revision 1.12 1998/07/22 21:41:42 curt
+// Add basic fgFACE methods contributed by Charlie Hotchkiss.
+// intersect optimization from Norman Vine.
+//
// Revision 1.11 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.