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#include <cfloat>
#include <GL/gl.h>
#include "CGLA/statistics.h"
#include "CGLA/eigensolution.h"
#include "CGLA/Mat4x4f.h"
#include "AABox.h"
#include "OBox.h"
using namespace std;
using namespace CGLA;
namespace
{
Mat3x3f compute_rotation(const vector<Triangle>& invec)
{
const int N_tri = invec.size();
Mat3x3f C;
float a_H = 0;
Vec3f m_H(0);
for(int i=0;i<N_tri;++i)
{
const Triangle& tri = invec[i];
float a_k = tri.area();
a_H += a_k;
Vec3f m_k = tri.centre();
m_H += a_k * m_k;
Vec3f p_k = tri.get_v0();
Vec3f q_k = tri.get_v1();
Vec3f r_k = tri.get_v2();
Mat3x3f M,P,Q,R;
outer_product(m_k,m_k, M);
outer_product(p_k,p_k, P);
outer_product(q_k,q_k, Q);
outer_product(r_k,r_k, R);
C += (a_k/12.0f) * (9*M+P+Q+R);
}
m_H /= a_H;
C /= a_H;
Mat3x3f M;
outer_product(m_H, m_H, M);
C -= M;
Mat3x3f Q,L;
const int n_eig = power_eigensolution(C,Q,L,2);
Vec3f X = normalize(Q[0]);
Vec3f Y = normalize(Q[1]);
Vec3f Z;
float xy_ortho = fabs(dot(X,Y));
if(n_eig == 2 && xy_ortho < 0.3)
{
if(xy_ortho > CGLA::TINY)
Y = normalize(Y-X*dot(X,Y));
Z = normalize(cross(X,Y));
}
else if(n_eig==1)
{
Y = Vec3f(X[2],X[0],X[1]);
Y = normalize(Y-X*dot(X,Y));
Z = normalize(cross(X,Y));
}
else
{
X=Vec3f(1,0,0);
Y=Vec3f(0,1,0);
Z=Vec3f(0,0,1);
}
return Mat3x3f(X,Y,Z);
}
}
bool OBox::intersect(const CGLA::Vec3f& p, const CGLA::Vec3f& d) const
{
Vec3f pr = R * p;
Vec3f dr = R * d;
return aabox.intersect(pr, dr);
}
void OBox::minmax_sq_dist(const CGLA::Vec3f& p,
float& dmin, float& dmax) const
{
Vec3f pr = R * p;
aabox.minmax_sq_dist(pr, dmin, dmax);
}
void OBox::gl_draw() const
{
Mat4x4f m = identity_Mat4x4f();
copy_matrix(R, m);
glPushMatrix();
glMultMatrixf(m.get());
aabox.gl_draw();
glPopMatrix();
}
OBox OBox::box_triangle(const Triangle& t)
{
Vec3f e0 = t.get_v1()-t.get_v0();
Vec3f e1 = t.get_v2()-t.get_v1();
Vec3f e2 = t.get_v0()-t.get_v2();
Vec3f X,Y,Z;
if(sqr_length(e0) > sqr_length(e1))
{
if(sqr_length(e0) > sqr_length(e2))
{
X = normalize(e0);
Y = normalize(e1 - X * dot(X, e1));
}
else
{
X = normalize(e2);
Y = normalize(e0 - X * dot(X, e0));
}
}
else
{
if(sqr_length(e1) > sqr_length(e2))
{
X = normalize(e1);
Y = normalize(e2 - X * dot(X, e2));
}
else
{
X = normalize(e2);
Y = normalize(e0 - X * dot(X, e0));
}
}
Z = cross(X,Y);
const Mat3x3f Rot(X,Y,Z);
Vec3f p0 = Rot * t.get_v0();
Vec3f p1 = Rot * t.get_v1();
Vec3f p2 = Rot * t.get_v2();
Vec3f pmin = v_min(p0, v_min(p1, p2));
Vec3f pmax = v_max(p0, v_max(p1, p2));
Vec3f centre_close = v_max(pmin, v_min(pmax, Rot * t.get_centre()));
return OBox(Rot, AABox(pmin, pmax, centre_close));
}
OBox OBox::box_and_split(const std::vector<Triangle>& invec,
std::vector<Triangle>& lvec,
std::vector<Triangle>& rvec)
{
// Obtain the rotation matrix for the OBB
const Mat3x3f Rot = compute_rotation(invec);
const int N_tri = invec.size();
const int N_pts = 3*N_tri;
// Compute the rotated set of points and the extents of the point aligned
// BBox.
vector<Vec3f> pts(N_pts);
Vec3f tri_pmin(FLT_MAX), tri_pmax(-FLT_MAX);
for(int i=0;i<N_tri;++i)
{
const Triangle& tri = invec[i];
int offs = 3*i;
pts[offs ] = Rot*tri.get_v0();
pts[offs+1] = Rot*tri.get_v1();
pts[offs+2] = Rot*tri.get_v2();
for(int j=0;j<3;++j)
{
tri_pmin = v_min(pts[offs+j], tri_pmin);
tri_pmax = v_max(pts[offs+j], tri_pmax);
}
}
// Find the point closest to the centre.
const Vec3f centre = tri_pmin + 0.5f*(tri_pmax-tri_pmin);
Vec3f centre_close;
float min_dist = FLT_MAX;
for(int i=0;i<N_pts;++i)
{
Vec3f v = pts[i];
float sl = sqr_length(centre-v);
if(sl < min_dist)
{
min_dist = sl;
centre_close = v;
}
}
// Partition the triangles
const float thresh = centre[0];
for(int i=0;i<N_tri;++i)
{
Vec3f p = Rot * invec[i].get_centre();
if( p[0] > thresh)
rvec.push_back(invec[i]);
else
lvec.push_back(invec[i]);
}
// If all triangles landed in one box, split them naively.
if(lvec.empty() || rvec.empty())
{
lvec.clear();
lvec.insert(lvec.end(),
invec.begin(),
invec.begin()+N_tri/2);
rvec.clear();
rvec.insert(rvec.end(),
invec.begin()+N_tri/2,
invec.end());
}
return OBox(Rot, AABox(tri_pmin, tri_pmax, centre_close));
}