/
mesh_utils.go
642 lines (547 loc) · 15.3 KB
/
mesh_utils.go
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package common
import "math"
// Last time I checked the if version got compiled using cmov, which was a lot faster than module (with idiv).
func Prev[T IT](i, n T) T {
if i-1 >= 0 {
return i - 1
}
return n - 1
}
func Next[T IT](i, n T) T {
if i+1 < n {
return i + 1
}
return 0
}
func Area2[T IT](a, b, c []T) T {
return (b[0]-a[0])*(c[2]-a[2]) - (c[0]-a[0])*(b[2]-a[2])
}
// Returns true iff c is strictly to the left of the directed
// line through a to b.
func Left[T IT](a, b, c []T) bool {
return Area2(a, b, c) < 0
}
func LeftOn[T IT](a, b, c []T) bool {
return Area2(a, b, c) <= 0
}
func Collinear[T IT](a, b, c []T) bool {
return Area2(a, b, c) == 0
}
// Exclusive or: true iff exactly one argument is true.
// The arguments are negated to ensure that they are 0/1
// values. Then the bitwise Xor operator may apply.
// (This idea is due to Michael Baldwin.)
func Xorb(x, y bool) bool {
if (x && !y) || (!x && y) {
return true
}
return false
}
// Returns true iff ab properly intersects cd: they share
// a point interior to both segments. The properness of the
// intersection is ensured by using strict leftness.
func IntersectProp[T IT](a, b, c, d []T) bool {
// Eliminate improper cases.
if Collinear(a, b, c) || Collinear(a, b, d) ||
Collinear(c, d, a) || Collinear(c, d, b) {
return false
}
return Xorb(Left(a, b, c), Left(a, b, d)) && Xorb(Left(c, d, a), Left(c, d, b))
}
// Returns T iff (a,b,c) are collinear and point c lies
// on the closed segement ab.
func Between[T IT](a, b, c []T) bool {
if !Collinear(a, b, c) {
return false
}
// If ab not vertical, check betweenness on x; else on y.
if a[0] != b[0] {
return ((a[0] <= c[0]) && (c[0] <= b[0])) || ((a[0] >= c[0]) && (c[0] >= b[0]))
}
return ((a[2] <= c[2]) && (c[2] <= b[2])) || ((a[2] >= c[2]) && (c[2] >= b[2]))
}
// Returns true iff segments ab and cd intersect, properly or improperly.
func Intersect[T IT](a, b, c, d []T) bool {
if IntersectProp(a, b, c, d) {
return true
}
if Between(a, b, c) || Between(a, b, d) ||
Between(c, d, a) || Between(c, d, b) {
return true
}
return false
}
func RcVequal[T IT](a, b []T) bool {
return a[0] == b[0] && a[2] == b[2]
}
// Returns T iff (v_i, v_j) is a proper internal *or* external
// diagonal of P, *ignoring edges incident to v_i and v_j*.
func Diagonalie[T1 IT, T2 int32 | uint8 | int, T3 int32 | uint16 | int](i, j, n T1, verts []T2, indices []T3) bool {
d0 := GetVert4(verts, int(indices[int64(i)])&0x0fffffff)
d1 := GetVert4(verts, int(indices[int64(j)])&0x0fffffff)
// For each edge (k,k+1) of P
for k := int64(0); k < int64(n); k++ {
k1 := Next(k, int64(n))
// Skip edges incident to i or j
if !((k == int64(i)) || (k1 == int64(i)) || (k == int64(j)) || (k1 == int64(j))) {
p0 := GetVert4(verts, int(indices[k])&0x0fffffff)
p1 := GetVert4(verts, int(indices[k1])&0x0fffffff)
if RcVequal(d0, p0) || RcVequal(d1, p0) || RcVequal(d0, p1) || RcVequal(d1, p1) {
continue
}
if Intersect(d0, d1, p0, p1) {
return false
}
}
}
return true
}
func ContourInCone(i, n int32, verts, pj []int32) bool {
pi := GetVert4(verts, i)
pi1 := GetVert4(verts, Next(i, n))
pin1 := GetVert4(verts, Prev(i, n))
// If P[i] is a convex vertex [ i+1 left or on (i-1,i) ].
if LeftOn(pin1, pi, pi1) {
return Left(pi, pj, pin1) && Left(pj, pi, pi1)
}
// Assume (i-1,i,i+1) not collinear.
// else P[i] is reflex.
return !(LeftOn(pi, pj, pi1) && LeftOn(pj, pi, pin1))
}
// Returns true iff the diagonal (i,j) is strictly internal to the
// polygon P in the neighborhood of the i endpoint.
func InCone[T1 IT, T2 int32 | uint8 | int, T3 int32 | uint16 | int](i, j, n T1, verts []T2, indices []T3) bool {
pi := GetVert4(verts, int(indices[int64(i)])&0x0fffffff)
pj := GetVert4(verts, int(indices[int64(j)])&0x0fffffff)
pi1 := GetVert4(verts, int(indices[int64(Next(i, n))])&0x0fffffff)
pin1 := GetVert4(verts, int(indices[int64(Prev(i, n))])&0x0fffffff)
// If P[i] is a convex vertex [ i+1 left or on (i-1,i) ].
if LeftOn(pin1, pi, pi1) {
return Left(pi, pj, pin1) && Left(pj, pi, pi1)
}
// Assume (i-1,i,i+1) not collinear.
// else P[i] is reflex.
return !(LeftOn(pi, pj, pi1) && LeftOn(pj, pi, pin1))
}
// Returns T iff (v_i, v_j) is a proper internal
// diagonal of P.
func Diagonal[T1 IT, T2 int32 | uint8 | int, T3 int32 | uint16 | int](i, j, n T1, verts []T2, indices []T3) bool {
return InCone(i, j, n, verts, indices) && Diagonalie(i, j, n, verts, indices)
}
func DiagonalieLoose[T1 IT, T2 int32 | uint8 | int, T3 int32 | uint16 | int](i, j, n T1, verts []T2, indices []T3) bool {
tmp := 0x0fffffff
d0 := GetVert4(verts, indices[int64(i)]&T3(tmp))
d1 := GetVert4(verts, indices[int64(j)]&T3(tmp))
// For each edge (k,k+1) of P
for k := int64(0); k < int64(n); k++ {
k1 := Next(k, int64(n))
// Skip edges incident to i or j
if !((k == int64(i)) || (k1 == int64(i)) || (k == int64(j)) || (k1 == int64(j))) {
p0 := GetVert3(verts, indices[k]&T3(tmp))
p1 := GetVert3(verts, indices[k1]&T3(tmp))
if RcVequal(d0, p0) || RcVequal(d1, p0) || RcVequal(d0, p1) || RcVequal(d1, p1) {
continue
}
if IntersectProp(d0, d1, p0, p1) {
return false
}
}
}
return true
}
func InConeLoose[T1 IT, T2 int32 | uint8 | int, T3 int32 | uint16 | int](i, j, n T1, verts []T2, indices []T3) bool {
tmp := 0x0fffffff
pi := GetVert4(verts, indices[int64(i)]&T3(tmp))
pj := GetVert4(verts, indices[int64(j)]&T3(tmp))
pi1 := GetVert4(verts, indices[int64(Next(i, n))]&T3(tmp))
pin1 := GetVert4(verts, indices[int64(Prev(i, n))]&T3(tmp))
// If P[i] is a convex vertex [ i+1 left or on (i-1,i) ].
if LeftOn(pin1, pi, pi1) {
return LeftOn(pi, pj, pin1) && LeftOn(pj, pi, pi1)
}
// Assume (i-1,i,i+1) not collinear.
// else P[i] is reflex.
return !(LeftOn(pi, pj, pi1) && LeftOn(pj, pi, pin1))
}
func DiagonalLoose[T1 IT, T2 int32 | uint8 | int, T3 int32 | uint16 | int](i, j, n T1, verts []T2, indices []T3) bool {
return InConeLoose(i, j, n, verts, indices) && DiagonalieLoose(i, j, n, verts, indices)
}
func Triangulate[T1 int32 | uint8 | int, T2 int32 | uint16 | int](n int32, verts []T1, indices []T2, tris []T2) int32 {
ntris := int32(0)
dst := 0
tmpT1 := 0x0fffffff
tmpT2 := 0x80000000
// The last bit of the index is used to indicate if the vertex can be removed.
for i := int32(0); i < n; i++ {
i1 := Next(i, n)
i2 := Next(i1, n)
if Diagonal[int32, T1, T2](i, i2, n, verts, indices) {
indices[i1] |= T2(tmpT2)
}
}
for n > 3 {
minLen := -1
mini := -1
for i := int32(0); i < n; i++ {
i1 := Next(i, n)
if indices[i1]&T2(tmpT2) > 0 {
p0 := GetVert3(verts, (indices[i] & T2(tmpT1)))
p2 := GetVert3(verts, (indices[Next(i1, n)] & T2(tmpT1)))
dx := p2[0] - p0[0]
dy := p2[2] - p0[2]
length := dx*dx + dy*dy
if minLen < 0 || int(length) < minLen {
minLen = int(length)
mini = int(i)
}
}
}
if mini == -1 {
// We might get here because the contour has overlapping segments, like this:
//
// A o-o=====o---o B
// / |C D| \.
// o o o o
// : : : :
// We'll try to recover by loosing up the inCone test a bit so that a diagonal
// like A-B or C-D can be found and we can continue.
minLen = -1
mini = -1
for i := int32(0); i < n; i++ {
i1 := Next(i, n)
i2 := Next(i1, n)
if DiagonalLoose(i, i2, n, verts, indices) {
p0 := GetVert4(verts, (indices[i] & T2(tmpT1)))
p2 := GetVert4(verts, (indices[Next(i2, n)] & T2(tmpT1)))
dx := p2[0] - p0[0]
dy := p2[2] - p0[2]
length := dx*dx + dy*dy
if minLen < 0 || int(length) < int(minLen) {
minLen = int(length)
mini = int(i)
}
}
}
if mini == -1 {
// The contour is messed up. This sometimes happens
// if the contour simplification is too aggressive.
return -ntris
}
}
i := mini
i1 := Next(i, int(n))
i2 := Next(i1, int(n))
tris[dst] = indices[i] & T2(tmpT1)
dst++
tris[dst] = indices[i1] & T2(tmpT1)
dst++
tris[dst] = indices[i2] & T2(tmpT1)
dst++
ntris++
// Removes P[i1] by copying P[i+1]...P[n-1] left one index.
n--
for k := i1; k < int(n); k++ {
indices[k] = indices[k+1]
}
if i1 >= int(n) {
i1 = 0
}
i = Prev(i1, int(n))
// Update diagonal flags.
if Diagonal[int32, T1, T2](Prev(int32(i), n), int32(i1), n, verts, indices) {
indices[i] |= T2(tmpT2)
} else {
indices[i] &= T2(tmpT1)
}
if Diagonal[int32, T1, T2](int32(i), Next(int32(i1), n), n, verts, indices) {
indices[i1] |= T2(tmpT2)
} else {
indices[i1] &= T2(tmpT1)
}
}
// Append the remaining triangle.
tris[dst] = indices[0] & T2(tmpT1)
dst++
tris[dst] = indices[1] & T2(tmpT1)
dst++
tris[dst] = indices[2] & T2(tmpT1)
dst++
ntris++
return ntris
}
func IntersectSegContour(d0, d1 []int32, i, n int32, verts []int32) bool {
// For each edge (k,k+1) of P
for k := int32(0); k < n; k++ {
k1 := Next(k, n)
// Skip edges incident to i.
if i == k || i == k1 {
continue
}
p0 := GetVert4(verts, k)
p1 := GetVert4(verts, k1)
if RcVequal(d0, p0) || RcVequal(d1, p0) || RcVequal(d0, p1) || RcVequal(d1, p1) {
continue
}
if Intersect(d0, d1, p0, p1) {
return true
}
}
return false
}
func CalcAreaOfPolygon2D(verts []int32, nverts int32) int32 {
area := int32(0)
i := int32(0)
j := nverts - 1
for i < nverts {
vi := GetVert4(verts, i)
vj := GetVert4(verts, j)
area += vi[0]*vj[2] - vj[0]*vi[2]
j = i
i++
}
return (area + 1) / 2
}
func ContourdistancePtSeg[T int | int32](x, z, px, pz, qx, qz T) float32 {
pqx := float32(qx - px)
pqz := float32(qz - pz)
dx := float32(x - px)
dz := float32(z - pz)
d := pqx*pqx + pqz*pqz
t := pqx*dx + pqz*dz
if d > 0 {
t /= d
}
if t < 0 {
t = 0
} else if t > 1 {
t = 1
}
dx = float32(px) + t*pqx - float32(x)
dz = float32(pz) + t*pqz - float32(z)
return dx*dx + dz*dz
}
// TODO (graham): This is duplicated in the ConvexVolumeTool in RecastDemo
// / Checks if a point is contained within a polygon
// /
// / @param[in] numVerts Number of vertices in the polygon
// / @param[in] verts The polygon vertices
// / @param[in] point The point to check
// / @returns true if the point lies within the polygon, false otherwise.
func PointInPoly(numVerts int32, verts []float32, point []float32) bool {
inPoly := false
i := int32(0)
j := numVerts - 1
for i < numVerts {
vi := verts[i*3 : i*3+3]
vj := verts[j*3 : j*3+3]
if (vi[2] > point[2]) == (vj[2] > point[2]) {
j = i
i++
continue
}
if point[0] >= (vj[0]-vi[0])*(point[2]-vi[2])/(vj[2]-vi[2])+vi[0] {
j = i
i++
continue
}
inPoly = !inPoly
j = i
i++
}
return inPoly
}
func Vcross2[T float64 | float32](p1, p2, p3 []T) T {
u1 := p2[0] - p1[0]
v1 := p2[2] - p1[2]
u2 := p3[0] - p1[0]
v2 := p3[2] - p1[2]
return u1*v2 - v1*u2
}
func Vdot2[T float64 | float32](a, b []T) T {
return a[0]*b[0] + a[2]*b[2]
}
func VdistSq2[T float64 | float32](p, q []T) T {
dx := q[0] - p[0]
dy := q[2] - p[2]
return dx*dx + dy*dy
}
func Vdist2[T float64 | float32](p, q []T) T {
return T(math.Sqrt(float64(VdistSq2(p, q))))
}
func CircumCircle[T float64 | float32](p1, p2, p3, c []T, r *T) bool {
EPS := 1e-6
// Calculate the circle relative to p1, to avoid some precision issues.
v1 := []T{0, 0, 0}
v2 := make([]T, 3)
v3 := make([]T, 3)
Vsub(v2, p2, p1)
Vsub(v3, p3, p1)
cp := Vcross2(v1, v2, v3)
if math.Abs(float64(cp)) > EPS {
v1Sq := T(Vdot2(v1, v1))
v2Sq := Vdot2(v2, v2)
v3Sq := Vdot2(v3, v3)
c[0] = (v1Sq*(v2[2]-v3[2]) + v2Sq*(v3[2]-v1[2]) + v3Sq*(v1[2]-v2[2])) / (2 * cp)
c[1] = 0
c[2] = (v1Sq*(v3[0]-v2[0]) + v2Sq*(v1[0]-v3[0]) + v3Sq*(v2[0]-v1[0])) / (2 * cp)
*r = Vdist2(c, v1)
Vadd(c, c, p1)
return true
}
copy(c, p1)
*r = 0
return false
}
func DistPtTri[T float64 | float32](p, a, b, c []T) (res T) {
v0 := make([]T, 3)
v1 := make([]T, 3)
v2 := make([]T, 3)
Vsub(v0, c, a)
Vsub(v1, b, a)
Vsub(v2, p, a)
dot00 := Vdot2(v0, v0)
dot01 := Vdot2(v0, v1)
dot02 := Vdot2(v0, v2)
dot11 := Vdot2(v1, v1)
dot12 := Vdot2(v1, v2)
// Compute barycentric coordinates
invDenom := 1.0 / (dot00*dot11 - dot01*dot01)
u := (dot11*dot02 - dot01*dot12) * invDenom
v := (dot00*dot12 - dot01*dot02) * invDenom
// If point lies inside the triangle, return interpolated y-coord.
EPS := T(1e-4)
if u >= -EPS && v >= -EPS && (u+v) <= 1+EPS {
y := a[1] + v0[1]*u + v1[1]*v
return T(math.Abs(float64(y - p[1])))
}
return GetTFloatMax(res)
}
func DistancePtSeg[T float64 | float32](pt, p, q []T) T {
pqx := q[0] - p[0]
pqy := q[1] - p[1]
pqz := q[2] - p[2]
dx := pt[0] - p[0]
dy := pt[1] - p[1]
dz := pt[2] - p[2]
d := pqx*pqx + pqy*pqy + pqz*pqz
t := pqx*dx + pqy*dy + pqz*dz
if d > 0 {
t /= d
}
if t < 0 {
t = 0
} else if t > 1 {
t = 1
}
dx = p[0] + t*pqx - pt[0]
dy = p[1] + t*pqy - pt[1]
dz = p[2] + t*pqz - pt[2]
return dx*dx + dy*dy + dz*dz
}
func DistancePtSeg2d[T float64 | float32](pt, p, q []T) T {
pqx := q[0] - p[0]
pqz := q[2] - p[2]
dx := pt[0] - p[0]
dz := pt[2] - p[2]
d := pqx*pqx + pqz*pqz
t := pqx*dx + pqz*dz
if d > 0 {
t /= d
}
if t < 0 {
t = 0
} else if t > 1 {
t = 1
}
dx = p[0] + t*pqx - pt[0]
dz = p[2] + t*pqz - pt[2]
return dx*dx + dz*dz
}
func DistToTriMesh[T float64 | float32](p, verts []T, nverts int32, tris []int32, ntris int32) (res T) {
maxValue := GetTFloatMax(res)
dmin := maxValue
for i := int32(0); i < ntris; i++ {
va := GetVert3(verts, tris[i*4+0])
vb := GetVert3(verts, tris[i*4+1])
vc := GetVert3(verts, tris[i*4+2])
d := DistPtTri(p, va, vb, vc)
if d < dmin {
dmin = d
}
}
if dmin == maxValue {
return -1
}
return dmin
}
func DistToPoly[T float64 | float32](nvert int32, verts []T, p []T) (res T) {
dmin := GetTFloatMax(res)
i := int32(0)
j := nvert - 1
c := false
for i < nvert {
vi := GetVert3(verts, i)
vj := GetVert3(verts, j)
if ((vi[2] > p[2]) != (vj[2] > p[2])) &&
(p[0] < (vj[0]-vi[0])*(p[2]-vi[2])/(vj[2]-vi[2])+vi[0]) {
c = !c
}
dmin = min(dmin, DistancePtSeg2d(p, vj, vi))
j = i
i++
}
if c {
return -dmin
}
return dmin
}
func PushFront(v int32, arr []int32, an *int32) {
*an++
for i := *an - 1; i > 0; i-- {
arr[i] = arr[i-1]
}
arr[0] = v
}
func PushBack(v int32, arr []int32, an *int32) {
arr[*an] = v
*an++
}
func Uleft[T IT](a, b, c []T) bool {
return (b[0]-a[0])*(c[2]-a[2])-(c[0]-a[0])*(b[2]-a[2]) < 0
}
func ComputeTileHash(x, y, mask int32) int32 {
h1 := uint32(0x8da6b343) // Large multiplicative constants;
h2 := uint32(0xd8163841) // here arbitrarily chosen primes
n := h1*uint32(x) + h2*uint32(y)
return int32(n & uint32(mask))
}
// / Determines if two axis-aligned bounding boxes overlap.
// / @param[in] amin Minimum bounds of box A. [(x, y, z)]
// / @param[in] amax Maximum bounds of box A. [(x, y, z)]
// / @param[in] bmin Minimum bounds of box B. [(x, y, z)]
// / @param[in] bmax Maximum bounds of box B. [(x, y, z)]
// / @return True if the two AABB's overlap.
// / @see dtOverlapQuantBounds
func DtOverlapBounds[T float64 | float32](amin, amax, bmin, bmax []T) bool {
overlap := true
if amin[0] > bmax[0] || amax[0] < bmin[0] {
overlap = false
}
if amin[1] > bmax[1] || amax[1] < bmin[1] {
overlap = false
}
if amin[2] > bmax[2] || amax[2] < bmin[2] {
overlap = false
}
return overlap
}
func RcCalcBounds[T float64 | float32](verts []T, numVerts int, minBounds []T, maxBounds []T) {
// Calculate bounding box.
copy(minBounds, verts)
copy(maxBounds, verts)
for i := 1; i < numVerts; i++ {
v := GetVert3(verts, i)
Vmin(minBounds, v)
Vmax(maxBounds, v)
}
}