// // Created by Иван Ильин on 19.01.2021. // #include "Plane.h" Plane::Plane(const Triangle& tri) { triangle = tri; n = tri.norm(); p = tri[0]; } Plane::Plane(const Point4D &N, const Point4D &P) { n = N; p = P; } Plane::Plane(const Plane &plane) { triangle = plane.triangle; n = plane.n; p = plane.p; } double Plane::distance(const Point4D &point4D) const { return point4D.dot(n) - p.dot(n); } std::pair Plane::intersection(const Point4D &start, const Point4D &end) { double s_dot_n = start.dot(n); double k = (s_dot_n - p.dot(n))/(s_dot_n - end.dot(n)); Point4D res = start + (end - start)*k; return std::make_pair(res, k); } int Plane::clip(Triangle &tri, Triangle &additional_tri) { n.normalize(); Point4D insidePoints[3]; int inside = 0; Point4D outsidePoints[3]; int outside = 0; Point4D insideTextures[3]; int insideT = 0; Point4D outsideTextures[3]; int outsideT = 0; double distances[3] = {distance(tri[0]), distance(tri[1]), distance(tri[2])}; for(int i = 0; i < 3; i++) { if (distances[i] >= 0) { insidePoints[inside++] = tri[i]; insideTextures[insideT++] = tri.t[i]; } else { outsidePoints[outside++] = tri[i]; outsideTextures[outsideT++] = tri.t[i]; } } if(inside == 0) { tri.clip = Triangle::Skipped; return 0; } if(inside == 1) { std::pair intersect1 = intersection(insidePoints[0], outsidePoints[0]); std::pair intersect2 = intersection(insidePoints[0], outsidePoints[1]); tri[0] = insidePoints[0]; tri.t[0] = insideTextures[0]; tri[1] = intersect1.first; tri.t[1] = insideTextures[0] + (outsideTextures[0] - insideTextures[0]) * intersect1.second; tri[2] = intersect2.first; tri.t[2] = insideTextures[0] + (outsideTextures[1] - insideTextures[0]) * intersect2.second; tri.clip = Triangle::Cropped; return 1; } if(inside == 2) { std::pair intersect1 = intersection(insidePoints[0], outsidePoints[0]); std::pair intersect2 = intersection(insidePoints[1], outsidePoints[0]); tri[0] = insidePoints[0]; tri.t[0] = insideTextures[0]; tri[1] = intersect1.first; tri.t[1] = insideTextures[0] + (outsideTextures[0] - insideTextures[0])*intersect1.second; tri[2] = insidePoints[1]; tri.t[2] = insideTextures[1]; additional_tri[0] = intersect1.first; additional_tri.t[0] = insideTextures[0] + (outsideTextures[0] - insideTextures[0])*intersect1.second; additional_tri[1] = intersect2.first; additional_tri.t[1] = insideTextures[1] + (outsideTextures[0] - insideTextures[1])*intersect2.second; additional_tri[2] = insidePoints[1]; additional_tri.t[2] = insideTextures[1]; tri.clip = Triangle::Doubled; additional_tri.clip = Triangle::Doubled; return 2; } if(inside == 3) { return 1; } return 0; }