// Filename: collisionPolygon.I // Created by: drose (25Apr00) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) Carnegie Mellon University. All rights reserved. // // All use of this software is subject to the terms of the revised BSD // license. You should have received a copy of this license along // with this source code in a file named "LICENSE." // //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::Constructor // Access: Published // Description: //////////////////////////////////////////////////////////////////// INLINE CollisionPolygon:: CollisionPolygon(const LVecBase3f &a, const LVecBase3f &b, const LVecBase3f &c) { LPoint3f array[3]; array[0] = a; array[1] = b; array[2] = c; setup_points(array, array + 3); } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::Constructor // Access: Published // Description: //////////////////////////////////////////////////////////////////// INLINE CollisionPolygon:: CollisionPolygon(const LVecBase3f &a, const LVecBase3f &b, const LVecBase3f &c, const LVecBase3f &d) { LPoint3f array[4]; array[0] = a; array[1] = b; array[2] = c; array[3] = d; setup_points(array, array + 4); } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::Constructor // Access: Published // Description: //////////////////////////////////////////////////////////////////// INLINE CollisionPolygon:: CollisionPolygon(const LPoint3f *begin, const LPoint3f *end) { setup_points(begin, end); } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::Constructor // Access: Private // Description: Creates an invalid polygon. Only used when reading // from a bam file. //////////////////////////////////////////////////////////////////// INLINE CollisionPolygon:: CollisionPolygon() { } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::get_num_points // Access: Published // Description: Returns the number of vertices of the // CollisionPolygon. //////////////////////////////////////////////////////////////////// INLINE int CollisionPolygon:: get_num_points() const { return _points.size(); } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::get_point // Access: Published // Description: Returns the nth vertex of the CollisionPolygon, // expressed in 3-D space. //////////////////////////////////////////////////////////////////// INLINE LPoint3f CollisionPolygon:: get_point(int n) const { nassertr(n >= 0 && n < (int)_points.size(), LPoint3f::zero()); LMatrix4f to_3d_mat; rederive_to_3d_mat(to_3d_mat); return to_3d(_points[n]._p, to_3d_mat); } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::verify_points // Access: Published, Static // Description: Verifies that the indicated set of points will define // a valid CollisionPolygon: that is, at least three // non-collinear points, with no points repeated. //////////////////////////////////////////////////////////////////// INLINE bool CollisionPolygon:: verify_points(const LPoint3f &a, const LPoint3f &b, const LPoint3f &c) { LPoint3f array[3]; array[0] = a; array[1] = b; array[2] = c; return verify_points(array, array + 3); } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::verify_points // Access: Published, Static // Description: Verifies that the indicated set of points will define // a valid CollisionPolygon: that is, at least three // non-collinear points, with no points repeated. //////////////////////////////////////////////////////////////////// INLINE bool CollisionPolygon:: verify_points(const LPoint3f &a, const LPoint3f &b, const LPoint3f &c, const LPoint3f &d) { LPoint3f array[4]; array[0] = a; array[1] = b; array[2] = c; array[3] = d; return verify_points(array, array + 4); } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::flush_level // Access: Public, Static // Description: Flushes the PStatCollectors used during traversal. //////////////////////////////////////////////////////////////////// INLINE void CollisionPolygon:: flush_level() { _volume_pcollector.flush_level(); _test_pcollector.flush_level(); } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::is_right // Access: Private, Static // Description: Returns true if the 2-d v1 is to the right of v2. //////////////////////////////////////////////////////////////////// INLINE bool CollisionPolygon:: is_right(const LVector2f &v1, const LVector2f &v2) { return (v1[0] * v2[1] - v1[1] * v2[0]) > 1.0e-6f; } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::dist_to_line // Access: Private, Static // Description: Returns the linear distance of p to the line defined // by f and f+v, where v is a normalized vector. The // result is negative if p is left of the line, positive // if it is right of the line. //////////////////////////////////////////////////////////////////// INLINE float CollisionPolygon:: dist_to_line(const LPoint2f &p, const LPoint2f &f, const LVector2f &v) { LVector2f v1 = (p - f); return (v1[0] * v[1] - v1[1] * v[0]); } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::to_2d // Access: Private // Description: Assuming the indicated point in 3-d space lies within // the polygon's plane, returns the corresponding point // in the polygon's 2-d definition space. //////////////////////////////////////////////////////////////////// INLINE LPoint2f CollisionPolygon:: to_2d(const LVecBase3f &point3d) const { LPoint3f point = LPoint3f(point3d) * _to_2d_mat; return LPoint2f(point[0], point[2]); } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::calc_to_3d_mat // Access: Private // Description: Fills the indicated matrix with the appropriate // rotation transform to move points from the 2-d plane // into the 3-d (X, 0, Z) plane. //////////////////////////////////////////////////////////////////// INLINE void CollisionPolygon:: calc_to_3d_mat(LMatrix4f &to_3d_mat) const { // We have to be explicit about the coordinate system--we // specifically mean CS_zup_right, because that points the forward // vector down the Y axis and moves the coords in (X, 0, Z). We // want this effect regardless of the user's coordinate system of // choice. // The up vector, on the other hand, is completely arbitrary. look_at(to_3d_mat, -get_plane().get_normal(), LVector3f(0.0f, 0.0f, 1.0f), CS_zup_right); to_3d_mat.set_row(3, get_plane().get_point()); } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::rederive_to_3d_mat // Access: Private // Description: Fills the indicated matrix with the appropriate // rotation transform to move points from the 2-d plane // into the 3-d (X, 0, Z) plane. // // This is essentially similar to calc_to_3d_mat, except // that the matrix is rederived from whatever is stored // in _to_2d_mat, guaranteeing that it will match // whatever algorithm produced that one, even if it was // produced on a different machine with different // numerical precision. //////////////////////////////////////////////////////////////////// INLINE void CollisionPolygon:: rederive_to_3d_mat(LMatrix4f &to_3d_mat) const { to_3d_mat.invert_from(_to_2d_mat); } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::to_3d // Access: Private, Static // Description: Extrude the indicated point in the polygon's 2-d // definition space back into 3-d coordinates. //////////////////////////////////////////////////////////////////// INLINE LPoint3f CollisionPolygon:: to_3d(const LVecBase2f &point2d, const LMatrix4f &to_3d_mat) { return LPoint3f(point2d[0], 0.0f, point2d[1]) * to_3d_mat; } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::PointDef::Constructor // Access: Public // Description: //////////////////////////////////////////////////////////////////// INLINE CollisionPolygon::PointDef:: PointDef(const LPoint2f &p, const LVector2f &v) : _p(p), _v(v) { } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::PointDef::Constructor // Access: Public // Description: //////////////////////////////////////////////////////////////////// INLINE CollisionPolygon::PointDef:: PointDef(float x, float y) : _p(x, y), _v(0.0f, 0.0f) { } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::PointDef::Copy Constructor // Access: Public // Description: //////////////////////////////////////////////////////////////////// INLINE CollisionPolygon::PointDef:: PointDef(const CollisionPolygon::PointDef ©) : _p(copy._p), _v(copy._v) { } //////////////////////////////////////////////////////////////////// // Function: CollisionPolygon::PointDef::Copy Assignment Operator // Access: Public // Description: //////////////////////////////////////////////////////////////////// INLINE void CollisionPolygon::PointDef:: operator = (const CollisionPolygon::PointDef ©) { _p = copy._p; _v = copy._v; }