259 lines
6.4 KiB
C++
259 lines
6.4 KiB
C++
#include <functional>
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#include "vec.hpp"
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namespace geometry {
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template <int L, typename T>
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constexpr inline
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T line_plane_intersection_d(const vec<L, T>& plane_point, // p0
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const vec<L, T>& plane_normal, // n
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const vec<L, T>& line_start, // l0
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const vec<L, T>& line_vector // l
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)
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{
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const T intersection = // d
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dot(plane_point - line_start, plane_normal)
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/ dot(line_vector, plane_normal);
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return intersection;
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}
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template <int L, typename T>
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constexpr inline
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vec<L, T> line_plane_intersection(const vec<L, T>& plane_point, // p0
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const vec<L, T>& plane_normal, // n
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const vec<L, T>& line_start, // l0
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const vec<L, T>& line_end
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)
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{
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const auto line_vector = line_end - line_start; // l
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const T intersection = line_plane_intersection_d(plane_point, plane_normal, line_start, line_vector); // d
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return line_start + line_vector * intersection;
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}
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template <int L, typename T, int M>
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constexpr inline
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std::tuple<vec<L, T>, vec<M, T>> line_plane_intersection_two_lines(const vec<L, T>& plane_point, // p0
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const vec<L, T>& plane_normal, // n
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const vec<L, T>& line_start, // l0
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const vec<L, T>& line_end,
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const vec<M, T>& line2_start,
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const vec<M, T>& line2_end
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)
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{
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/* it is assumed that line and line2 are the same line, but in different
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coordinates spaces. It is therefore possible to re-use the same
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interpolation value on either line vector.
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*/
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const auto line_vector = line_end - line_start; // l
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const auto line2_vector = line2_end - line2_start;
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const T intersection = line_plane_intersection_d(plane_point, plane_normal, line_start, line_vector); // d
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return { line_start + line_vector * intersection
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, line2_start + line2_vector * intersection
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};
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}
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template <int L, typename T>
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T clip_boundary(const vec<L, T>& plane_point, // X
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const vec<L, T>& plane_normal, // Nc
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const vec<L, T>& line_point
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)
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{
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return dot(plane_normal, line_point - plane_point);
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}
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template <typename T>
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inline T positive_modulo(T a, T b)
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{
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return (a % b + b) % b;
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}
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template <int polygon_len, int L, typename T>
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inline int clip_polygon1(vec<L, T> * output,
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const vec<L, T> plane_point,
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const vec<L, T> plane_normal,
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const vec<L, T> * polygon,
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const int ix_s,
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const int ix_f,
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const bool last_inside)
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{
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const vec<L, T>& s = polygon[ix_s];
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const vec<L, T>& f = polygon[ix_f];
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bool this_inside = 0.f < clip_boundary<L, T>(plane_point,
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plane_normal,
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f);
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int length = 0;
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switch ((last_inside << 1) | (this_inside << 0)) {
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case 0b00: // no output
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length = 0;
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break;
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case 0b01: // I, F
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length = 2;
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{
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const auto i = line_plane_intersection<L, T>(plane_point, plane_normal, s, f);
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*output++ = i;
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*output++ = f;
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}
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break;
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case 0b10: // I
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length = 1;
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{
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const auto i = line_plane_intersection<L, T>(plane_point, plane_normal, s, f);
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*output++ = i;
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}
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break;
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case 0b11: // F
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length = 1;
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*output++ = f;
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break;
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}
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bool end_of_polygon = ix_f == (polygon_len - 1);
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if (!end_of_polygon) {
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return length +
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clip_polygon1<polygon_len, L, T>(output,
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plane_point,
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plane_normal,
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polygon,
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ix_f,
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ix_f + 1,
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this_inside);
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} else {
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return length;
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}
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}
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template <int polygon_len, int L, typename T>
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int clip_polygon(vec<L, T> * output,
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const vec<L, T>& plane_point,
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const vec<L, T>& plane_normal,
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const vec<L, T> * polygon
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)
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{
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const vec<L, T> f = polygon[polygon_len - 1];
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// It would be nice to remove the extra dot product, but the
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// alternative seems likely uglier.
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bool this_inside = 0.f < clip_boundary<L, T>(plane_point,
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plane_normal,
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f);
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return clip_polygon1<polygon_len, L, T>(output,
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plane_point,
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plane_normal,
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polygon,
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polygon_len - 1, // ix_s
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0, // ix_f
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this_inside);
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}
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template <int polygon_len, int L, typename T, int M>
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inline int clip_polygon1_uv(vec<L, T> * output,
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vec<M, T> * output_uv,
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const vec<L, T> plane_point,
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const vec<L, T> plane_normal,
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const vec<L, T> * polygon,
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const vec<M, T> * polygon_uv,
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const int ix_s,
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const int ix_f,
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const bool last_inside)
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{
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const vec<L, T>& s = polygon[ix_s];
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const vec<L, T>& f = polygon[ix_f];
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const vec<M, T>& s_uv = polygon_uv[ix_s];
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const vec<M, T>& f_uv = polygon_uv[ix_f];
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bool this_inside = 0.f < clip_boundary<L, T>(plane_point,
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plane_normal,
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f);
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int length = 0;
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switch ((last_inside << 1) | (this_inside << 0)) {
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case 0b00: // no output
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length = 0;
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break;
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case 0b01: // I, F
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length = 2;
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{
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auto [i, i_uv] = line_plane_intersection_two_lines<L, T, M>(plane_point, plane_normal,
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s, f,
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s_uv, f_uv);
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*output++ = i;
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*output_uv++ = i_uv;
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*output++ = f;
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*output_uv++ = f_uv;
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}
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break;
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case 0b10: // I
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length = 1;
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{
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auto [i, i_uv] = line_plane_intersection_two_lines<L, T, M>(plane_point, plane_normal,
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s, f,
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s_uv, f_uv);
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*output++ = i;
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*output_uv++ = i_uv;
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}
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break;
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case 0b11: // F
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length = 1;
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*output++ = f;
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*output_uv++ = f_uv;
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break;
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}
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bool end_of_polygon = ix_f == (polygon_len - 1);
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if (!end_of_polygon) {
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return length +
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clip_polygon1_uv<polygon_len, L, T, M>(output,
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output_uv,
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plane_point,
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plane_normal,
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polygon,
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polygon_uv,
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ix_f,
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ix_f + 1,
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this_inside);
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} else {
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return length;
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}
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}
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template <int polygon_len, int L, typename T, int M>
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int clip_polygon_uv(vec<L, T> * output,
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vec<M, T> * output_uv,
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const vec<L, T>& plane_point,
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const vec<L, T>& plane_normal,
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const vec<L, T> * polygon,
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const vec<M, T> * polygon_uv
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)
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{
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const vec<L, T> f = polygon[polygon_len - 1];
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// It would be nice to remove the extra dot product, but the
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// alternative seems likely uglier.
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bool this_inside = 0.f < clip_boundary<L, T>(plane_point,
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plane_normal,
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f);
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return clip_polygon1_uv<polygon_len, L, T, M>(output,
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output_uv,
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plane_point,
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plane_normal,
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polygon,
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polygon_uv,
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polygon_len - 1, // ix_s
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0, // ix_f
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this_inside);
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}
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}
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