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use {Intersection, Plane, Polygon, Splitter};
use is_zero;
use binary_space_partition::{BspNode, Plane as BspPlane, PlaneCut};
use euclid::{Point3D, Vector3D};
use euclid::approxeq::ApproxEq;
use num_traits::{Float, One, Zero};
use std::{fmt, iter, ops};
impl<T, U, A> BspPlane for Polygon<T, U, A> where
T: Copy + fmt::Debug + ApproxEq<T> +
ops::Sub<T, Output=T> + ops::Add<T, Output=T> +
ops::Mul<T, Output=T> + ops::Div<T, Output=T> +
Zero + Float,
U: fmt::Debug,
A: Copy + fmt::Debug,
{
fn cut(&self, mut poly: Self) -> PlaneCut<Self> {
debug!("\tCutting anchor {:?} by {:?}", poly.anchor, self.anchor);
trace!("\t\tbase {:?}", self.plane);
let (intersection, dist) = match self.plane.intersect(&poly.plane) {
None => {
let ndot = self.plane.normal.dot(poly.plane.normal);
debug!("\t\tNormals are aligned with {:?}", ndot);
let dist = self.plane.offset - ndot * poly.plane.offset;
(Intersection::Coplanar, dist)
}
Some(_) if self.plane.are_outside(&poly.points) => {
let dist = self.plane.signed_distance_sum_to(&poly);
(Intersection::Outside, dist)
}
Some(line) => {
(Intersection::Inside(line), T::zero())
}
};
match intersection {
Intersection::Coplanar if is_zero(dist) => {
debug!("\t\tCoplanar at {:?}", dist);
PlaneCut::Sibling(poly)
}
Intersection::Coplanar | Intersection::Outside => {
debug!("\t\tOutside at {:?}", dist);
if dist > T::zero() {
PlaneCut::Cut {
front: vec![poly],
back: vec![],
}
} else {
PlaneCut::Cut {
front: vec![],
back: vec![poly],
}
}
}
Intersection::Inside(line) => {
debug!("\t\tCut across {:?}", line);
let (res_add1, res_add2) = poly.split_with_normal(&line, &self.plane.normal);
let mut front = Vec::new();
let mut back = Vec::new();
for sub in iter::once(poly)
.chain(res_add1)
.chain(res_add2)
.filter(|p| !p.is_empty())
{
let dist = self.plane.signed_distance_sum_to(&sub);
if dist > T::zero() {
trace!("\t\t\tdist {:?} -> front: {:?}", dist, sub);
front.push(sub)
} else {
trace!("\t\t\tdist {:?} -> back: {:?}", dist, sub);
back.push(sub)
}
}
PlaneCut::Cut {
front,
back,
}
},
}
}
fn is_aligned(&self, other: &Self) -> bool {
self.plane.normal.dot(other.plane.normal) > T::zero()
}
}
pub struct BspSplitter<T, U, A> {
tree: BspNode<Polygon<T, U, A>>,
result: Vec<Polygon<T, U, A>>,
}
impl<T, U, A> BspSplitter<T, U, A> {
pub fn new() -> Self {
BspSplitter {
tree: BspNode::new(),
result: Vec::new(),
}
}
}
impl<T, U, A> Splitter<T, U, A> for BspSplitter<T, U, A> where
T: Copy + fmt::Debug + ApproxEq<T> +
ops::Sub<T, Output=T> + ops::Add<T, Output=T> +
ops::Mul<T, Output=T> + ops::Div<T, Output=T> +
Zero + One + Float,
U: fmt::Debug,
A: Copy + fmt::Debug + Default,
{
fn reset(&mut self) {
self.tree = BspNode::new();
}
fn add(&mut self, poly: Polygon<T, U, A>) {
self.tree.insert(poly);
}
fn sort(&mut self, view: Vector3D<T, U>) -> &[Polygon<T, U, A>] {
let poly = Polygon {
points: [Point3D::origin(); 4],
plane: Plane {
normal: -view,
offset: T::zero(),
},
anchor: A::default(),
};
self.result.clear();
self.tree.order(&poly, &mut self.result);
&self.result
}
}