added Polygon::add(), Polygon::containsPoint(); initial attempt at rendering Extrude objects
git-svn-id: svn://anubis/fart/trunk@272 7f9b0f55-74a9-4bce-be96-3c2cd072584d
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@@ -4,6 +4,7 @@
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#include <iostream>
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#include "Extrude.h"
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#include "util/Polygon.h"
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#include "util/Solver.h"
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using namespace std;
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@@ -19,6 +20,63 @@ Shape::IntersectionList Extrude::intersect(refptr<Shape> _this, const Ray & ray)
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Ray ray_inv = m_inverse.transform_ray(ray);
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IntersectionList res;
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int n_polygons = m_polygons.size(), n_offsets = m_offsets.size();
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for (int p = 0; p < n_polygons; p++)
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{
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refptr<Polygon> polygon = m_polygons[p];
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double distance = 0.0;
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Vector scale(1.0, 1.0, 1.0);
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Vector shift(0.0, 0.0, 0.0);
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for (int o = 0; o < n_offsets; o++)
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{
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Offset & offset = m_offsets[o];
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for (int pt = 0, n_pts = polygon->size(); pt < n_pts; pt++)
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{
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Vector p1 = *(*polygon)[pt] * scale + shift;
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Vector p2 = *(*polygon)[(pt+1) % n_pts] * scale + shift;
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Vector p3 = *(*polygon)[(pt+1) % n_pts]
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* offset.scale + offset.shift;
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Vector p4 = *(*polygon)[pt] * offset.scale + offset.shift;
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p3[2] += offset.distance;
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p4[2] += offset.distance;
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Vector e1 = p2 - p1;
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Vector e2 = p3 - p2;
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Vector normal = (e1 * e2).normalize();
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double a = normal[0], b = normal[1], c = normal[2];
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double d = -a * p1[0] - b * p1[1] - c * p1[2];
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if (ray_inv.getDirection() % normal < 0) /* skip backfaces */
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{
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LinearSolver solver( a * ray_inv.getDirection()[0]
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+ b * ray_inv.getDirection()[1]
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+ c * ray_inv.getDirection()[2],
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a * ray_inv.getOrigin()[0]
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+ b * ray_inv.getOrigin()[1]
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+ c * ray_inv.getOrigin()[2]
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+ d);
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Solver::Result solutions = solver.solve();
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if (solutions.numResults > 0)
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{
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if (solutions.results[0] > 0.0)
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{
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Vector ipoint = ray_inv[solutions.results[0]];
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Polygon quad;
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quad.add(p1).add(p2).add(p3).add(p4);
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if (quad.containsPoint(ipoint))
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{
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res.add(Intersection(_this,
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m_transform.transform_point(ipoint),
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m_transform.transform_normal(normal)));
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}
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}
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}
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}
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}
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distance += offset.distance;
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scale = offset.scale;
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shift = offset.shift;
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}
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}
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return res;
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}
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