#include "solvespace.h" void SMesh::Clear(void) { l.Clear(); } void SMesh::AddTriangle(Vector n, Vector a, Vector b, Vector c) { Vector ab = b.Minus(a), bc = c.Minus(b); Vector np = ab.Cross(bc); if(np.Magnitude() < 1e-10) { // ugh; gl sometimes tesselates to collinear triangles return; } STriMeta meta; ZERO(&meta); if(np.Dot(n) > 0) { AddTriangle(meta, a, b, c); } else { AddTriangle(meta, c, b, a); } } void SMesh::AddTriangle(STriMeta meta, Vector a, Vector b, Vector c) { STriangle t; ZERO(&t); t.meta = meta; t.a = a; t.b = b; t.c = c; AddTriangle(&t); } void SMesh::AddTriangle(STriangle *st) { l.Add(st); } void SMesh::DoBounding(Vector v, Vector *vmax, Vector *vmin) { vmax->x = max(vmax->x, v.x); vmax->y = max(vmax->y, v.y); vmax->z = max(vmax->z, v.z); vmin->x = min(vmin->x, v.x); vmin->y = min(vmin->y, v.y); vmin->z = min(vmin->z, v.z); } void SMesh::GetBounding(Vector *vmax, Vector *vmin) { int i; *vmin = Vector::From( 1e12, 1e12, 1e12); *vmax = Vector::From(-1e12, -1e12, -1e12); for(i = 0; i < l.n; i++) { STriangle *st = &(l.elem[i]); DoBounding(st->a, vmax, vmin); DoBounding(st->b, vmax, vmin); DoBounding(st->c, vmax, vmin); } } void SMesh::Simplify(int start) { #define MAX_TRIANGLES 2000 if(l.n - start > MAX_TRIANGLES) oops(); STriMeta meta = l.elem[start].meta; STriangle tout[MAX_TRIANGLES]; int toutc = 0; Vector n, conv[MAX_TRIANGLES*3]; int convc = 0; int start0 = start; int i, j; for(i = start; i < l.n; i++) { STriangle *tr = &(l.elem[i]); if((tr->Normal()).Magnitude() < LENGTH_EPS*LENGTH_EPS) { tr->tag = 0; } else { tr->tag = 0; } } for(;;) { bool didAdd; convc = 0; for(i = start; i < l.n; i++) { STriangle *tr = &(l.elem[i]); if(tr->tag) continue; tr->tag = 1; n = (tr->Normal()).WithMagnitude(1); conv[convc++] = tr->a; conv[convc++] = tr->b; conv[convc++] = tr->c; start = i+1; break; } if(i >= l.n) break; do { didAdd = false; for(j = 0; j < convc; j++) { Vector a = conv[WRAP((j-1), convc)], b = conv[j], d = conv[WRAP((j+1), convc)], e = conv[WRAP((j+2), convc)]; Vector c; for(i = start; i < l.n; i++) { STriangle *tr = &(l.elem[i]); if(tr->tag) continue; if((tr->a).Equals(d) && (tr->b).Equals(b)) { c = tr->c; } else if((tr->b).Equals(d) && (tr->c).Equals(b)) { c = tr->a; } else if((tr->c).Equals(d) && (tr->a).Equals(b)) { c = tr->b; } else { continue; } // The vertex at C must be convex; but the others must // be tested Vector ab = b.Minus(a); Vector bc = c.Minus(b); Vector cd = d.Minus(c); Vector de = e.Minus(d); double bDot = (ab.Cross(bc)).Dot(n); double dDot = (cd.Cross(de)).Dot(n); bDot /= min(ab.Magnitude(), bc.Magnitude()); dDot /= min(cd.Magnitude(), de.Magnitude()); if(fabs(bDot) < LENGTH_EPS && fabs(dDot) < LENGTH_EPS) { conv[WRAP((j+1), convc)] = c; // and remove the vertex at j, which is a dup memmove(conv+j, conv+j+1, (convc - j - 1)*sizeof(conv[0])); convc--; } else if(fabs(bDot) < LENGTH_EPS && dDot > 0) { conv[j] = c; } else if(fabs(dDot) < LENGTH_EPS && bDot > 0) { conv[WRAP((j+1), convc)] = c; } else if(bDot > 0 && dDot > 0) { // conv[j] is unchanged, conv[j+1] goes to [j+2] memmove(conv+j+2, conv+j+1, (convc - j - 1)*sizeof(conv[0])); conv[j+1] = c; convc++; } else { continue; } didAdd = true; tr->tag = 1; break; } } } while(didAdd); // I need to debug why this is required; sometimes the above code // still generates a convex polygon for(i = 0; i < convc; i++) { Vector a = conv[WRAP((i-1), convc)], b = conv[i], c = conv[WRAP((i+1), convc)]; Vector ab = b.Minus(a); Vector bc = c.Minus(b); double bDot = (ab.Cross(bc)).Dot(n); bDot /= min(ab.Magnitude(), bc.Magnitude()); if(bDot < 0) oops(); } for(i = 0; i < convc - 2; i++) { STriangle tr = STriangle::From(meta, conv[0], conv[i+1], conv[i+2]); if((tr.Normal()).Magnitude() > LENGTH_EPS*LENGTH_EPS) { tout[toutc++] = tr; } } } l.n = start0; for(i = 0; i < toutc; i++) { AddTriangle(&(tout[i])); } } void SMesh::AddAgainstBsp(SMesh *srcm, SBsp3 *bsp3) { int i; for(i = 0; i < srcm->l.n; i++) { STriangle *st = &(srcm->l.elem[i]); int pn = l.n; atLeastOneDiscarded = false; bsp3->Insert(st, this); if(!atLeastOneDiscarded && (l.n != (pn+1))) { l.n = pn; if(flipNormal) { AddTriangle(st->meta, st->c, st->b, st->a); } else { AddTriangle(st->meta, st->a, st->b, st->c); } } if(l.n - pn > 1) { Simplify(pn); } } } void SMesh::MakeFromUnion(SMesh *a, SMesh *b) { SBsp3 *bspa = SBsp3::FromMesh(a); SBsp3 *bspb = SBsp3::FromMesh(b); flipNormal = false; keepCoplanar = false; AddAgainstBsp(b, bspa); flipNormal = false; keepCoplanar = true; AddAgainstBsp(a, bspb); } void SMesh::MakeFromDifference(SMesh *a, SMesh *b) { SBsp3 *bspa = SBsp3::FromMesh(a); SBsp3 *bspb = SBsp3::FromMesh(b); flipNormal = true; keepCoplanar = true; AddAgainstBsp(b, bspa); flipNormal = false; keepCoplanar = false; AddAgainstBsp(a, bspb); } bool SMesh::MakeFromInterferenceCheck(SMesh *srca, SMesh *srcb, SMesh *error) { SBsp3 *bspa = SBsp3::FromMesh(srca); SBsp3 *bspb = SBsp3::FromMesh(srcb); error->Clear(); error->flipNormal = true; error->keepCoplanar = false; error->AddAgainstBsp(srcb, bspa); error->AddAgainstBsp(srca, bspb); // Now we have a list of all the triangles (or fragments thereof) from // A that lie inside B, or vice versa. That's the interference, and // we report it so that it can be flagged. // But as far as the actual model, we just copy everything over. int i; for(i = 0; i < srca->l.n; i++) { AddTriangle(&(srca->l.elem[i])); } for(i = 0; i < srcb->l.n; i++) { AddTriangle(&(srcb->l.elem[i])); } return (error->l.n == 0); } DWORD SMesh::FirstIntersectionWith(Point2d mp) { Vector p0 = Vector::From(mp.x, mp.y, 0); Vector gn = Vector::From(0, 0, 1); double maxT = -1e12; DWORD face = 0; int i; for(i = 0; i < l.n; i++) { STriangle tr = l.elem[i]; tr.a = SS.GW.ProjectPoint3(tr.a); tr.b = SS.GW.ProjectPoint3(tr.b); tr.c = SS.GW.ProjectPoint3(tr.c); Vector n = tr.Normal(); if(n.Dot(gn) < LENGTH_EPS) continue; // back-facing or on edge if(tr.ContainsPointProjd(gn, p0)) { // Let our line have the form r(t) = p0 + gn*t double t = -(n.Dot((tr.a).Minus(p0)))/(n.Dot(gn)); if(t > maxT) { maxT = t; face = tr.meta.face; } } } return face; } SBsp2 *SBsp2::Alloc(void) { return (SBsp2 *)AllocTemporary(sizeof(SBsp2)); } SBsp3 *SBsp3::Alloc(void) { return (SBsp3 *)AllocTemporary(sizeof(SBsp3)); } SBsp3 *SBsp3::FromMesh(SMesh *m) { SBsp3 *bsp3 = NULL; int i; SMesh mc; ZERO(&mc); for(i = 0; i < m->l.n; i++) { mc.AddTriangle(&(m->l.elem[i])); } srand(0); // Let's be deterministic, at least! int n = mc.l.n; while(n > 1) { int k = rand() % n; n--; SWAP(STriangle, mc.l.elem[k], mc.l.elem[n]); } for(i = 0; i < mc.l.n; i++) { bsp3 = bsp3->Insert(&(mc.l.elem[i]), NULL); } mc.Clear(); return bsp3; } Vector SBsp3::IntersectionWith(Vector a, Vector b) { double da = a.Dot(n) - d; double db = b.Dot(n) - d; if(da*db > 0) oops(); double dab = (db - da); return (a.ScaledBy(db/dab)).Plus(b.ScaledBy(-da/dab)); } void SBsp3::InsertInPlane(bool pos2, STriangle *tr, SMesh *m) { Vector tc = ((tr->a).Plus(tr->b).Plus(tr->c)).ScaledBy(1.0/3); bool onFace = false; bool sameNormal; double maxNormalMag = -1; Vector lln, trn = tr->Normal(); SBsp3 *ll = this; while(ll) { if((ll->tri).ContainsPoint(tc)) { onFace = true; // If the mesh contains almost-zero-area triangles, and we're // just on the edge of one of those, then don't trust its normal. lln = (ll->tri).Normal(); if(lln.Magnitude() > maxNormalMag) { sameNormal = trn.Dot(lln) > 0; maxNormalMag = lln.Magnitude(); } } ll = ll->more; } if(m->flipNormal && ((!pos2 && !onFace) || (onFace && !sameNormal && m->keepCoplanar))) { m->AddTriangle(tr->meta, tr->c, tr->b, tr->a); } else if(!(m->flipNormal) && ((pos2 && !onFace) || (onFace && sameNormal && m->keepCoplanar))) { m->AddTriangle(tr->meta, tr->a, tr->b, tr->c); } else { m->atLeastOneDiscarded = true; } } void SBsp3::InsertHow(int how, STriangle *tr, SMesh *instead) { switch(how) { case POS: if(instead && !pos) goto alt; pos = pos->Insert(tr, instead); break; case NEG: if(instead && !neg) goto alt; neg = neg->Insert(tr, instead); break; case COPLANAR: { if(instead) goto alt; SBsp3 *m = Alloc(); m->n = n; m->d = d; m->tri = *tr; m->more = more; more = m; break; } default: oops(); } return; alt: if(how == POS && !(instead->flipNormal)) { instead->AddTriangle(tr->meta, tr->a, tr->b, tr->c); } else if(how == NEG && instead->flipNormal) { instead->AddTriangle(tr->meta, tr->c, tr->b, tr->a); } else if(how == COPLANAR) { if(edges) { edges->InsertTriangle(tr, instead, this); } else { // I suppose this actually is allowed to happen, if the coplanar // face is the leaf, and all of its neighbors are earlier in tree? InsertInPlane(false, tr, instead); } } else { instead->atLeastOneDiscarded = true; } } void SBsp3::InsertConvexHow(int how, STriMeta meta, Vector *vertex, int n, SMesh *instead) { switch(how) { case POS: if(pos) { pos = pos->InsertConvex(meta, vertex, n, instead); return; } break; case NEG: if(neg) { neg = neg->InsertConvex(meta, vertex, n, instead); return; } break; default: oops(); } int i; for(i = 0; i < n - 2; i++) { STriangle tr = STriangle::From(meta, vertex[0], vertex[i+1], vertex[i+2]); InsertHow(how, &tr, instead); } } SBsp3 *SBsp3::InsertConvex(STriMeta meta, Vector *vertex, int cnt, SMesh *instead) { Vector e01 = (vertex[1]).Minus(vertex[0]); Vector e12 = (vertex[2]).Minus(vertex[1]); Vector out = e01.Cross(e12); #define MAX_VERTICES 50 if(cnt+1 >= MAX_VERTICES) goto triangulate; int i; Vector on[2]; bool isPos[MAX_VERTICES]; bool isNeg[MAX_VERTICES]; bool isOn[MAX_VERTICES]; int posc = 0, negc = 0, onc = 0; for(i = 0; i < cnt; i++) { double dt = n.Dot(vertex[i]); isPos[i] = isNeg[i] = isOn[i] = false; if(fabs(dt - d) < LENGTH_EPS) { isOn[i] = true; if(onc < 2) { on[onc] = vertex[i]; } onc++; } else if(dt > d) { isPos[i] = true; posc++; } else { isNeg[i] = true; negc++; } } if(onc != 2 && onc != 1 && onc != 0) goto triangulate; if(onc == 2) { if(!instead) { SEdge se = SEdge::From(on[0], on[1]); edges = edges->InsertEdge(&se, n, out); } } if(posc == 0) { InsertConvexHow(NEG, meta, vertex, cnt, instead); return this; } if(negc == 0) { InsertConvexHow(POS, meta, vertex, cnt, instead); return this; } Vector vpos[MAX_VERTICES]; Vector vneg[MAX_VERTICES]; int npos = 0, nneg = 0; Vector inter[2]; int inters = 0; for(i = 0; i < cnt; i++) { int ip = WRAP((i + 1), cnt); if(isPos[i]) { vpos[npos++] = vertex[i]; } if(isNeg[i]) { vneg[nneg++] = vertex[i]; } if(isOn[i]) { vneg[nneg++] = vertex[i]; vpos[npos++] = vertex[i]; } if((isPos[i] && isNeg[ip]) || (isNeg[i] && isPos[ip])) { Vector vi = IntersectionWith(vertex[i], vertex[ip]); vpos[npos++] = vi; vneg[nneg++] = vi; if(inters >= 2) oops(); inter[inters++] = vi; } } if(npos > cnt + 1 || nneg > cnt + 1) oops(); if(!instead) { if(inters == 2) { SEdge se = SEdge::From(inter[0], inter[1]); edges = edges->InsertEdge(&se, n, out); } else if(inters == 1 && onc == 1) { SEdge se = SEdge::From(inter[0], on[0]); edges = edges->InsertEdge(&se, n, out); } else if(inters == 0 && onc == 2) { // We already handled this on-plane existing edge } else oops(); } if(nneg < 3 || npos < 3) oops(); InsertConvexHow(NEG, meta, vneg, nneg, instead); InsertConvexHow(POS, meta, vpos, npos, instead); return this; triangulate: // We don't handle the special case for this; do it as triangles SBsp3 *r = this; for(i = 0; i < cnt - 2; i++) { STriangle tr = STriangle::From(meta, vertex[0], vertex[i+1], vertex[i+2]); r = r->Insert(&tr, instead); } return r; } SBsp3 *SBsp3::Insert(STriangle *tr, SMesh *instead) { if(!this) { if(instead) { if(instead->flipNormal) { instead->atLeastOneDiscarded = true; } else { instead->AddTriangle(tr->meta, tr->a, tr->b, tr->c); } return NULL; } // Brand new node; so allocate for it, and fill us in. SBsp3 *r = Alloc(); r->n = (tr->Normal()).WithMagnitude(1); r->d = (tr->a).Dot(r->n); r->tri = *tr; return r; } double dt[3] = { (tr->a).Dot(n), (tr->b).Dot(n), (tr->c).Dot(n) }; int inc = 0, posc = 0, negc = 0; bool isPos[3], isNeg[3], isOn[3]; ZERO(&isPos); ZERO(&isNeg); ZERO(&isOn); // Count vertices in the plane for(int i = 0; i < 3; i++) { if(fabs(dt[i] - d) < LENGTH_EPS) { inc++; isOn[i] = true; } else if(dt[i] > d) { posc++; isPos[i] = true; } else { negc++; isNeg[i] = true; } } // All vertices in-plane if(inc == 3) { InsertHow(COPLANAR, tr, instead); return this; } // No split required if(posc == 0 || negc == 0) { if(inc == 2) { Vector a, b; if (!isOn[0]) { a = tr->b; b = tr->c; } else if(!isOn[1]) { a = tr->c; b = tr->a; } else if(!isOn[2]) { a = tr->a; b = tr->b; } else oops(); if(!instead) { SEdge se = SEdge::From(a, b); edges = edges->InsertEdge(&se, n, tr->Normal()); } } if(posc > 0) { InsertHow(POS, tr, instead); } else { InsertHow(NEG, tr, instead); } return this; } // The polygon must be split into two pieces, one above, one below. Vector a, b, c; if(posc == 1 && negc == 1 && inc == 1) { bool bpos; // Standardize so that a is on the plane if (isOn[0]) { a = tr->a; b = tr->b; c = tr->c; bpos = isPos[1]; } else if(isOn[1]) { a = tr->b; b = tr->c; c = tr->a; bpos = isPos[2]; } else if(isOn[2]) { a = tr->c; b = tr->a; c = tr->b; bpos = isPos[0]; } else oops(); Vector bPc = IntersectionWith(b, c); STriangle btri = STriangle::From(tr->meta, a, b, bPc); STriangle ctri = STriangle::From(tr->meta, c, a, bPc); if(bpos) { InsertHow(POS, &btri, instead); InsertHow(NEG, &ctri, instead); } else { InsertHow(POS, &ctri, instead); InsertHow(NEG, &btri, instead); } if(!instead) { SEdge se = SEdge::From(a, bPc); edges = edges->InsertEdge(&se, n, tr->Normal()); } return this; } if(posc == 2 && negc == 1) { // Standardize so that a is on one side, and b and c are on the other. if (isNeg[0]) { a = tr->a; b = tr->b; c = tr->c; } else if(isNeg[1]) { a = tr->b; b = tr->c; c = tr->a; } else if(isNeg[2]) { a = tr->c; b = tr->a; c = tr->b; } else oops(); } else if(posc == 1 && negc == 2) { if (isPos[0]) { a = tr->a; b = tr->b; c = tr->c; } else if(isPos[1]) { a = tr->b; b = tr->c; c = tr->a; } else if(isPos[2]) { a = tr->c; b = tr->a; c = tr->b; } else oops(); } else oops(); Vector aPb = IntersectionWith(a, b); Vector cPa = IntersectionWith(c, a); STriangle alone = STriangle::From(tr->meta, a, aPb, cPa); Vector quad[4] = { aPb, b, c, cPa }; if(posc == 2 && negc == 1) { InsertConvexHow(POS, tr->meta, quad, 4, instead); InsertHow(NEG, &alone, instead); } else { InsertConvexHow(NEG, tr->meta, quad, 4, instead); InsertHow(POS, &alone, instead); } if(!instead) { SEdge se = SEdge::From(aPb, cPa); edges = edges->InsertEdge(&se, n, alone.Normal()); } return this; } void SBsp3::DebugDraw(void) { if(!this) return; pos->DebugDraw(); Vector norm = tri.Normal(); glNormal3d(norm.x, norm.y, norm.z); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glBegin(GL_TRIANGLES); glxVertex3v(tri.a); glxVertex3v(tri.b); glxVertex3v(tri.c); glEnd(); glDisable(GL_LIGHTING); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glxDepthRangeOffset(2); glBegin(GL_TRIANGLES); glxVertex3v(tri.a); glxVertex3v(tri.b); glxVertex3v(tri.c); glEnd(); glDisable(GL_LIGHTING); glPolygonMode(GL_FRONT_AND_BACK, GL_POINT); glPointSize(10); glxDepthRangeOffset(2); glBegin(GL_TRIANGLES); glxVertex3v(tri.a); glxVertex3v(tri.b); glxVertex3v(tri.c); glEnd(); glxDepthRangeOffset(0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); more->DebugDraw(); neg->DebugDraw(); edges->DebugDraw(n, d); } ///////////////////////////////// Vector SBsp2::IntersectionWith(Vector a, Vector b) { double da = a.Dot(no) - d; double db = b.Dot(no) - d; if(da*db > 0) oops(); double dab = (db - da); return (a.ScaledBy(db/dab)).Plus(b.ScaledBy(-da/dab)); } SBsp2 *SBsp2::InsertEdge(SEdge *nedge, Vector nnp, Vector out) { if(!this) { // Brand new node; so allocate for it, and fill us in. SBsp2 *r = Alloc(); r->np = nnp; r->no = ((r->np).Cross((nedge->b).Minus(nedge->a))).WithMagnitude(1); if(out.Dot(r->no) < 0) { r->no = (r->no).ScaledBy(-1); } r->d = (nedge->a).Dot(r->no); r->edge = *nedge; return r; } double dt[2] = { (nedge->a).Dot(no), (nedge->b).Dot(no) }; bool isPos[2], isNeg[2], isOn[2]; ZERO(&isPos); ZERO(&isNeg); ZERO(&isOn); for(int i = 0; i < 2; i++) { if(fabs(dt[i] - d) < LENGTH_EPS) { isOn[i] = true; } else if(dt[i] > d) { isPos[i] = true; } else { isNeg[i] = true; } } if((isPos[0] && isPos[1])||(isPos[0] && isOn[1])||(isOn[0] && isPos[1])) { pos = pos->InsertEdge(nedge, nnp, out); return this; } if((isNeg[0] && isNeg[1])||(isNeg[0] && isOn[1])||(isOn[0] && isNeg[1])) { neg = neg->InsertEdge(nedge, nnp, out); return this; } if(isOn[0] && isOn[1]) { SBsp2 *m = Alloc(); m->np = nnp; m->no = ((m->np).Cross((nedge->b).Minus(nedge->a))).WithMagnitude(1); if(out.Dot(m->no) < 0) { m->no = (m->no).ScaledBy(-1); } m->d = (nedge->a).Dot(m->no); m->edge = *nedge; m->more = more; more = m; return this; } if((isPos[0] && isNeg[1]) || (isNeg[0] && isPos[1])) { Vector aPb = IntersectionWith(nedge->a, nedge->b); SEdge ea = SEdge::From(nedge->a, aPb); SEdge eb = SEdge::From(aPb, nedge->b); if(isPos[0]) { pos = pos->InsertEdge(&ea, nnp, out); neg = neg->InsertEdge(&eb, nnp, out); } else { neg = neg->InsertEdge(&ea, nnp, out); pos = pos->InsertEdge(&eb, nnp, out); } return this; } oops(); } void SBsp2::InsertTriangleHow(int how, STriangle *tr, SMesh *m, SBsp3 *bsp3) { switch(how) { case POS: if(pos) { pos->InsertTriangle(tr, m, bsp3); } else { bsp3->InsertInPlane(true, tr, m); } break; case NEG: if(neg) { neg->InsertTriangle(tr, m, bsp3); } else { bsp3->InsertInPlane(false, tr, m); } break; default: oops(); } } void SBsp2::InsertTriangle(STriangle *tr, SMesh *m, SBsp3 *bsp3) { double dt[3] = { (tr->a).Dot(no), (tr->b).Dot(no), (tr->c).Dot(no) }; bool isPos[3], isNeg[3], isOn[3]; int inc = 0, posc = 0, negc = 0; ZERO(&isPos); ZERO(&isNeg); ZERO(&isOn); for(int i = 0; i < 3; i++) { if(fabs(dt[i] - d) < LENGTH_EPS) { isOn[i] = true; inc++; } else if(dt[i] > d) { isPos[i] = true; posc++; } else { isNeg[i] = true; negc++; } } if(inc == 3) { // All vertices on-line; so it's a degenerate triangle, to ignore. return; } // No split required if(posc == 0 || negc == 0) { if(posc > 0) { InsertTriangleHow(POS, tr, m, bsp3); } else { InsertTriangleHow(NEG, tr, m, bsp3); } return; } // The polygon must be split into two pieces, one above, one below. Vector a, b, c; if(posc == 1 && negc == 1 && inc == 1) { bool bpos; // Standardize so that a is on the plane if (isOn[0]) { a = tr->a; b = tr->b; c = tr->c; bpos = isPos[1]; } else if(isOn[1]) { a = tr->b; b = tr->c; c = tr->a; bpos = isPos[2]; } else if(isOn[2]) { a = tr->c; b = tr->a; c = tr->b; bpos = isPos[0]; } else oops(); Vector bPc = IntersectionWith(b, c); STriangle btri = STriangle::From(tr->meta, a, b, bPc); STriangle ctri = STriangle::From(tr->meta, c, a, bPc); if(bpos) { InsertTriangleHow(POS, &btri, m, bsp3); InsertTriangleHow(NEG, &ctri, m, bsp3); } else { InsertTriangleHow(POS, &ctri, m, bsp3); InsertTriangleHow(NEG, &btri, m, bsp3); } return; } if(posc == 2 && negc == 1) { // Standardize so that a is on one side, and b and c are on the other. if (isNeg[0]) { a = tr->a; b = tr->b; c = tr->c; } else if(isNeg[1]) { a = tr->b; b = tr->c; c = tr->a; } else if(isNeg[2]) { a = tr->c; b = tr->a; c = tr->b; } else oops(); } else if(posc == 1 && negc == 2) { if (isPos[0]) { a = tr->a; b = tr->b; c = tr->c; } else if(isPos[1]) { a = tr->b; b = tr->c; c = tr->a; } else if(isPos[2]) { a = tr->c; b = tr->a; c = tr->b; } else oops(); } else oops(); Vector aPb = IntersectionWith(a, b); Vector cPa = IntersectionWith(c, a); STriangle alone = STriangle::From(tr->meta, a, aPb, cPa); STriangle quad1 = STriangle::From(tr->meta, aPb, b, c ); STriangle quad2 = STriangle::From(tr->meta, aPb, c, cPa); if(posc == 2 && negc == 1) { InsertTriangleHow(POS, &quad1, m, bsp3); InsertTriangleHow(POS, &quad2, m, bsp3); InsertTriangleHow(NEG, &alone, m, bsp3); } else { InsertTriangleHow(NEG, &quad1, m, bsp3); InsertTriangleHow(NEG, &quad2, m, bsp3); InsertTriangleHow(POS, &alone, m, bsp3); } return; } void SBsp2::DebugDraw(Vector n, double d) { if(!this) return; if(fabs((edge.a).Dot(n) - d) > LENGTH_EPS) oops(); if(fabs((edge.b).Dot(n) - d) > LENGTH_EPS) oops(); glLineWidth(10); glBegin(GL_LINES); glxVertex3v(edge.a); glxVertex3v(edge.b); glEnd(); pos->DebugDraw(n, d); neg->DebugDraw(n, d); more->DebugDraw(n, d); glLineWidth(1); }