1
0
forked from 0ad/0ad

Prevent AABB/frustum intersections from blowing up on empty input bounds. Fixes #1027.

This was SVN commit r11441.
This commit is contained in:
vts 2012-04-05 22:29:01 +00:00
parent 7ff99cc218
commit 305723f9a7
7 changed files with 462 additions and 115 deletions

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2011 Wildfire Games.
/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -217,6 +217,12 @@ void CBoundingBoxAligned::Transform(const CMatrix3D& transform, CBoundingBoxOrie
// Intersect with the given frustum in a conservative manner
void CBoundingBoxAligned::IntersectFrustumConservative(const CFrustum& frustum)
{
// if this bound is empty, then the result must be empty (we should not attempt to intersect with
// a brush, may cause crashes due to the numeric representation of empty bounds -- see
// http://trac.wildfiregames.com/ticket/1027)
if (IsEmpty())
return;
CBrush brush(*this);
CBrush buf;

View File

@ -126,6 +126,7 @@ public:
*
* @note While not in the spirit of this function's purpose, a no-op would be a correct
* implementation of this function.
* @note If this bound is empty, the result is the empty bound.
*
* @param frustum the frustum to intersect with
*/

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -38,11 +38,13 @@ CBrush::CBrush(const CBoundingBoxAligned& bounds)
for(size_t i = 0; i < 8; ++i)
{
m_Vertices[i][0] = bounds[(i & 1) ? 1 : 0][0];
m_Vertices[i][1] = bounds[(i & 2) ? 1 : 0][1];
m_Vertices[i][2] = bounds[(i & 4) ? 1 : 0][2];
m_Vertices[i][0] = bounds[(i & 1) ? 1 : 0][0]; // X
m_Vertices[i][1] = bounds[(i & 2) ? 1 : 0][1]; // Y
m_Vertices[i][2] = bounds[(i & 4) ? 1 : 0][2]; // Z
}
// construct cube face indices, 5 vertex indices per face (start vertex included twice)
m_Faces.resize(30);
m_Faces[0] = 0; m_Faces[1] = 1; m_Faces[2] = 3; m_Faces[3] = 2; m_Faces[4] = 0; // Z = min
@ -69,208 +71,278 @@ void CBrush::Bounds(CBoundingBoxAligned& result) const
///////////////////////////////////////////////////////////////////////////////
// Cut the brush according to a given plane
struct SliceVertexInfo {
float d; // distance
size_t res; // index in result brush (or no_vertex if cut away)
/// Holds information about what happens to a single vertex in a brush during a slicing operation.
struct SliceOpVertexInfo
{
float planeDist; ///< Signed distance from this vertex to the slicing plane.
size_t resIdx; ///< Index of this vertex in the resulting brush (or NO_VERTEX if cut away)
};
struct NewVertexInfo {
size_t v1, v2; // adjacent vertices in original brush
size_t res; // index in result brush
size_t neighb1, neighb2; // index into newv
/// Holds information about a newly introduced vertex on an edge in a brush as the result of a slicing operation.
struct SliceOpNewVertexInfo
{
/// Indices of adjacent edge vertices in original brush
size_t edgeIdx1, edgeIdx2;
/// Index of newly introduced vertex in resulting brush
size_t resIdx;
/**
* Index into SliceOpInfo.nvInfo; hold the indices of this new vertex's direct neighbours in the slicing plane face,
* with no consistent winding direction around the face for either field (e.g., the neighb1 of X can point back to
* X with either its neighb1 or neighb2).
*/
size_t neighbIdx1, neighbIdx2;
};
struct SliceInfo {
std::vector<SliceVertexInfo> v;
std::vector<NewVertexInfo> newv;
size_t thisFaceNewVertex; // index into newv
const CBrush* original;
/// Holds support information during a CBrush/CPlane slicing operation.
struct SliceOpInfo
{
CBrush* result;
const CBrush* original;
/**
* Holds information about what happens to each vertex in the original brush after the slice operation.
* Same size as m_Vertices of the brush getting sliced.
*/
std::vector<SliceOpVertexInfo> ovInfo;
/// Holds information about newly inserted vertices during a slice operation.
std::vector<SliceOpNewVertexInfo> nvInfo;
/**
* Indices into nvInfo; during the execution of the slicing algorithm, holds the previously inserted new vertex on
* one of the edges of the face that's currently being evaluated for slice points, or NO_VERTEX if no such vertex
* exists.
*/
size_t thisFaceNewVertexIdx;
};
struct CBrush::Helper
{
static size_t SliceNewVertex(SliceInfo& si, size_t v1, size_t v2);
/**
* Creates a new vertex between the given two vertices (indexed into the original brush).
* Returns the index of the new vertex in the resulting brush.
*/
static size_t SliceNewVertex(SliceOpInfo& sliceInfo, size_t v1, size_t v2);
};
// create a new vertex between the given two vertices (index into original brush)
// returns the index of the new vertex in the resulting brush
size_t CBrush::Helper::SliceNewVertex(SliceInfo& si, size_t v1, size_t v2)
size_t CBrush::Helper::SliceNewVertex(SliceOpInfo& sliceOp, size_t edgeIdx1, size_t edgeIdx2)
{
// check if a new vertex has already been inserted on this edge
size_t idx;
for(idx = 0; idx < si.newv.size(); ++idx)
for(idx = 0; idx < sliceOp.nvInfo.size(); ++idx)
{
if ((si.newv[idx].v1 == v1 && si.newv[idx].v2 == v2) ||
(si.newv[idx].v1 == v2 && si.newv[idx].v2 == v1))
if ((sliceOp.nvInfo[idx].edgeIdx1 == edgeIdx1 && sliceOp.nvInfo[idx].edgeIdx2 == edgeIdx2) ||
(sliceOp.nvInfo[idx].edgeIdx1 == edgeIdx2 && sliceOp.nvInfo[idx].edgeIdx2 == edgeIdx1))
break;
}
if (idx >= si.newv.size())
if (idx >= sliceOp.nvInfo.size())
{
NewVertexInfo nvi;
CVector3D newpos;
float inv = 1.0 / (si.v[v1].d - si.v[v2].d);
// no previously inserted new vertex found on this edge; insert a new one
SliceOpNewVertexInfo nvi;
CVector3D newPos;
// interpolate between the two vertices based on their distance from the plane
float inv = 1.0 / (sliceOp.ovInfo[edgeIdx1].planeDist - sliceOp.ovInfo[edgeIdx2].planeDist);
newPos = sliceOp.original->m_Vertices[edgeIdx2] * ( sliceOp.ovInfo[edgeIdx1].planeDist * inv) +
sliceOp.original->m_Vertices[edgeIdx1] * (-sliceOp.ovInfo[edgeIdx2].planeDist * inv);
newpos = si.original->m_Vertices[v2]*(si.v[v1].d*inv) +
si.original->m_Vertices[v1]*(-si.v[v2].d*inv);
nvi.edgeIdx1 = edgeIdx1;
nvi.edgeIdx2 = edgeIdx2;
nvi.resIdx = sliceOp.result->m_Vertices.size();
nvi.neighbIdx1 = NO_VERTEX;
nvi.neighbIdx2 = NO_VERTEX;
nvi.v1 = v1;
nvi.v2 = v2;
nvi.res = si.result->m_Vertices.size();
nvi.neighb1 = no_vertex;
nvi.neighb2 = no_vertex;
si.result->m_Vertices.push_back(newpos);
si.newv.push_back(nvi);
sliceOp.result->m_Vertices.push_back(newPos);
sliceOp.nvInfo.push_back(nvi);
}
if (si.thisFaceNewVertex != no_vertex)
// at this point, 'idx' is the index into nvInfo of the vertex inserted onto the edge
if (sliceOp.thisFaceNewVertexIdx != NO_VERTEX)
{
if (si.newv[si.thisFaceNewVertex].neighb1 == no_vertex)
si.newv[si.thisFaceNewVertex].neighb1 = idx;
else
si.newv[si.thisFaceNewVertex].neighb2 = idx;
// a vertex has been previously inserted onto another edge of this face; link them together as neighbours
// (using whichever one of the neighbIdx1 or -2 links is still available)
if (si.newv[idx].neighb1 == no_vertex)
si.newv[idx].neighb1 = si.thisFaceNewVertex;
if (sliceOp.nvInfo[sliceOp.thisFaceNewVertexIdx].neighbIdx1 == NO_VERTEX)
sliceOp.nvInfo[sliceOp.thisFaceNewVertexIdx].neighbIdx1 = idx;
else
si.newv[idx].neighb2 = si.thisFaceNewVertex;
sliceOp.nvInfo[sliceOp.thisFaceNewVertexIdx].neighbIdx2 = idx;
si.thisFaceNewVertex = no_vertex;
if (sliceOp.nvInfo[idx].neighbIdx1 == NO_VERTEX)
sliceOp.nvInfo[idx].neighbIdx1 = sliceOp.thisFaceNewVertexIdx;
else
sliceOp.nvInfo[idx].neighbIdx2 = sliceOp.thisFaceNewVertexIdx;
// a plane should slice a face only in two locations, so reset for the next face
sliceOp.thisFaceNewVertexIdx = NO_VERTEX;
}
else
{
si.thisFaceNewVertex = idx;
// store the index of the inserted vertex on this edge, so that we can retrieve it when the plane slices
// this face again in another edge
sliceOp.thisFaceNewVertexIdx = idx;
}
return si.newv[idx].res;
return sliceOp.nvInfo[idx].resIdx;
}
void CBrush::Slice(const CPlane& plane, CBrush& result) const
{
ENSURE(&result != this);
SliceInfo si;
SliceOpInfo sliceOp;
si.original = this;
si.result = &result;
si.thisFaceNewVertex = no_vertex;
si.newv.reserve(m_Vertices.size() / 2);
sliceOp.original = this;
sliceOp.result = &result;
sliceOp.thisFaceNewVertexIdx = NO_VERTEX;
sliceOp.ovInfo.resize(m_Vertices.size());
sliceOp.nvInfo.reserve(m_Vertices.size() / 2);
result.m_Vertices.resize(0); // clear any left-overs
result.m_Faces.resize(0);
result.m_Vertices.reserve(m_Vertices.size() + 2);
result.m_Faces.reserve(m_Faces.size() + 5);
// Classify and copy vertices
si.v.resize(m_Vertices.size());
// Copy vertices that weren't sliced away by the plane to the resulting brush.
for(size_t i = 0; i < m_Vertices.size(); ++i)
{
si.v[i].d = plane.DistanceToPlane(m_Vertices[i]);
if (si.v[i].d >= 0.0)
const CVector3D& vtx = m_Vertices[i]; // current vertex
SliceOpVertexInfo& vtxInfo = sliceOp.ovInfo[i]; // slicing operation info about current vertex
vtxInfo.planeDist = plane.DistanceToPlane(vtx);
if (vtxInfo.planeDist >= 0.0)
{
si.v[i].res = result.m_Vertices.size();
result.m_Vertices.push_back(m_Vertices[i]);
// positive side of the plane; not sliced away
vtxInfo.resIdx = result.m_Vertices.size();
result.m_Vertices.push_back(vtx);
}
else
{
si.v[i].res = no_vertex;
// other side of the plane; sliced away
vtxInfo.resIdx = NO_VERTEX;
}
}
// Transfer faces
size_t firstInFace = no_vertex; // in original brush
size_t startInResultFaceArray = ~0u;
// Transfer faces. (Recall how faces are specified; see CBrush::m_Faces). The idea is to examine each face separately,
// and see where its edges cross the slicing plane (meaning that exactly one of the vertices of that edge was cut away).
// On those edges, new vertices are introduced where the edge intersects the plane, and the resulting brush's m_Faces
// array is updated to refer to the newly inserted vertices instead of the original one that got cut away.
size_t currentFaceStartIdx = NO_VERTEX; // index of the first vertex of the current face in the original brush
size_t resultFaceStartIdx = NO_VERTEX; // index of the first vertex of the current face in the resulting brush
for(size_t i = 0; i < m_Faces.size(); ++i)
{
if (firstInFace == no_vertex)
if (currentFaceStartIdx == NO_VERTEX)
{
ENSURE(si.thisFaceNewVertex == no_vertex);
// starting a new face
ENSURE(sliceOp.thisFaceNewVertexIdx == NO_VERTEX);
firstInFace = m_Faces[i];
startInResultFaceArray = result.m_Faces.size();
currentFaceStartIdx = m_Faces[i];
resultFaceStartIdx = result.m_Faces.size();
continue;
}
size_t prev = m_Faces[i-1];
size_t cur = m_Faces[i];
size_t prevIdx = m_Faces[i-1]; // index of previous vertex in this face list
size_t curIdx = m_Faces[i]; // index of current vertex in this face list
if (si.v[prev].res == no_vertex)
if (sliceOp.ovInfo[prevIdx].resIdx == NO_VERTEX)
{
if (si.v[cur].res != no_vertex)
// previous face vertex got sliced away by the plane; see if the edge (prev,current) crosses the slicing plane
if (sliceOp.ovInfo[curIdx].resIdx != NO_VERTEX)
{
// re-entering the front side of the plane
result.m_Faces.push_back(Helper::SliceNewVertex(si, prev, cur));
result.m_Faces.push_back(si.v[cur].res);
// re-entering the front side of the plane; insert vertex on intersection of plane and (prev,current) edge
result.m_Faces.push_back(Helper::SliceNewVertex(sliceOp, prevIdx, curIdx));
result.m_Faces.push_back(sliceOp.ovInfo[curIdx].resIdx);
}
}
else
{
if (si.v[cur].res != no_vertex)
// previous face vertex didn't get sliced away; see if the edge (prev,current) crosses the slicing plane
if (sliceOp.ovInfo[curIdx].resIdx != NO_VERTEX)
{
// perfectly normal edge
result.m_Faces.push_back(si.v[cur].res);
// perfectly normal edge; doesn't cross the plane
result.m_Faces.push_back(sliceOp.ovInfo[curIdx].resIdx);
}
else
{
// leaving the front side of the plane
result.m_Faces.push_back(Helper::SliceNewVertex(si, prev, cur));
// leaving the front side of the plane; insert vertex on intersection of plane and edge (prev, current)
result.m_Faces.push_back(Helper::SliceNewVertex(sliceOp, prevIdx, curIdx));
}
}
if (cur == firstInFace)
// if we're back at the first vertex of the current face, then we've completed the face
if (curIdx == currentFaceStartIdx)
{
if (result.m_Faces.size() > startInResultFaceArray)
result.m_Faces.push_back(result.m_Faces[startInResultFaceArray]);
firstInFace = no_vertex; // start a new face
// close the index loop
if (result.m_Faces.size() > resultFaceStartIdx)
result.m_Faces.push_back(result.m_Faces[resultFaceStartIdx]);
currentFaceStartIdx = NO_VERTEX; // start a new face
}
}
ENSURE(firstInFace == no_vertex);
ENSURE(currentFaceStartIdx == NO_VERTEX);
// Create the face that lies in the slicing plane
if (si.newv.size())
// Create the face that lies in the slicing plane. Remember, all the intersections of the slicing plane with face
// edges of the brush have been stored in sliceOp.nvInfo by the SliceNewVertex function, and refer to their direct
// neighbours in the slicing plane face using the neighbIdx1 and neighbIdx2 fields (in no consistent winding order).
if (sliceOp.nvInfo.size())
{
size_t prev = 0;
size_t idx;
// push the starting vertex
result.m_Faces.push_back(sliceOp.nvInfo[0].resIdx);
// At this point, there is no consistent winding order in the neighbX fields, so at each vertex we need to figure
// out whether neighb1 or neighb2 points 'onwards' along the face, according to an initially chosen winding direction.
// (or, equivalently, which one points back to the one we were just at). At each vertex, we then set neighb1 to be the
// one to point onwards, deleting any pointers which we no longer need to complete the trace.
result.m_Faces.push_back(si.newv[0].res);
idx = si.newv[0].neighb2;
si.newv[0].neighb2 = no_vertex;
size_t idx;
size_t prev = 0;
idx = sliceOp.nvInfo[0].neighbIdx2; // pick arbitrary starting direction
sliceOp.nvInfo[0].neighbIdx2 = NO_VERTEX;
while(idx != 0)
{
ENSURE(idx < si.newv.size());
if (idx >= si.newv.size())
ENSURE(idx < sliceOp.nvInfo.size());
if (idx >= sliceOp.nvInfo.size())
break;
if (si.newv[idx].neighb1 == prev)
if (sliceOp.nvInfo[idx].neighbIdx1 == prev)
{
si.newv[idx].neighb1 = si.newv[idx].neighb2;
si.newv[idx].neighb2 = no_vertex;
// neighb1 is pointing the wrong way; we want to normalize it to point onwards in the direction
// we initially chose, so swap it with neighb2 and delete neighb2 (no longer needed)
sliceOp.nvInfo[idx].neighbIdx1 = sliceOp.nvInfo[idx].neighbIdx2;
sliceOp.nvInfo[idx].neighbIdx2 = NO_VERTEX;
}
else
{
ENSURE(si.newv[idx].neighb2 == prev);
si.newv[idx].neighb2 = no_vertex;
// neighb1 isn't pointing to the previous vertex, so neighb2 must be (otherwise a pair of vertices failed to
// get paired properly during face/plane slicing).
ENSURE(sliceOp.nvInfo[idx].neighbIdx2 == prev);
sliceOp.nvInfo[idx].neighbIdx2 = NO_VERTEX;
}
result.m_Faces.push_back(si.newv[idx].res);
result.m_Faces.push_back(sliceOp.nvInfo[idx].resIdx);
// move to next vertex; neighb1 has been normalized to point onward
prev = idx;
idx = si.newv[idx].neighb1;
si.newv[prev].neighb1 = no_vertex;
idx = sliceOp.nvInfo[idx].neighbIdx1;
sliceOp.nvInfo[prev].neighbIdx1 = NO_VERTEX; // no longer needed, we've moved on
}
result.m_Faces.push_back(si.newv[0].res);
// push starting vertex again to close the shape
result.m_Faces.push_back(sliceOp.nvInfo[0].resIdx);
}
}
///////////////////////////////////////////////////////////////////////////////
// Intersect with frustum by repeated slicing
void CBrush::Intersect(const CFrustum& frustum, CBrush& result) const
@ -287,6 +359,9 @@ void CBrush::Intersect(const CFrustum& frustum, CBrush& result) const
const CBrush* prev = this;
CBrush* next;
// Repeatedly slice this brush with each plane of the frustum, alternating between 'result' and 'buf' to
// save intermediate results. Set up the starting brush so that the final version always ends up in 'result'.
if (frustum.GetNumPlanes() & 1)
next = &result;
else
@ -303,4 +378,39 @@ void CBrush::Intersect(const CFrustum& frustum, CBrush& result) const
}
ENSURE(prev == &result);
}
std::vector<CVector3D> CBrush::GetVertices() const
{
return m_Vertices;
}
void CBrush::GetFaces(std::vector<std::vector<size_t> >& out) const
{
// split the back-to-back faces into separate face vectors, so that they're in a
// user-friendlier format than the back-to-back vertex index array
// i.e. split 'x--xy------yz----z' into 'x--x', 'y-------y', 'z---z'
size_t faceStartIdx = 0;
while (faceStartIdx < m_Faces.size())
{
// start new face
std::vector<size_t> singleFace;
singleFace.push_back(m_Faces[faceStartIdx]);
// step over all the values in the face until we hit the starting value again (which closes the face)
size_t j = faceStartIdx + 1;
while (j < m_Faces.size() && m_Faces[j] != m_Faces[faceStartIdx])
{
singleFace.push_back(m_Faces[j]);
j++;
}
// each face must be closed by the same value that started it
ENSURE(m_Faces[faceStartIdx] == m_Faces[j]);
singleFace.push_back(m_Faces[j]);
out.push_back(singleFace);
faceStartIdx = j + 1;
}
}

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -34,6 +34,8 @@ class CPlane;
*/
class CBrush
{
friend class TestBrush;
public:
CBrush() { }
@ -59,8 +61,9 @@ public:
void Bounds(CBoundingBoxAligned& result) const;
/**
* Slice: Cut the object along the given plane, resulting in a smaller (or even empty)
* brush representing the part of the object that lies in front of the plane.
* Slice: Cut the object along the given plane, resulting in a smaller (or even empty) brush representing
* the part of the object that lies in front of the plane (as defined by the positive direction of its
* normal vector).
*
* @param plane the slicing plane
* @param result the resulting brush is stored here
@ -76,12 +79,34 @@ public:
void Intersect(const CFrustum& frustum, CBrush& result) const;
private:
static const size_t no_vertex = ~0u;
/**
* Returns a copy of the vertices in this brush. Intended for testing purposes; you should not need to use
* this method directly.
*/
std::vector<CVector3D> GetVertices() const;
/**
* Writes a vector of the faces in this brush to @p out. Each face is itself a vector, listing the vertex indices
* that make up the face, starting and ending with the same index. Intended for testing purposes; you should not
* need to use this method directly.
*/
void GetFaces(std::vector<std::vector<size_t> >& out) const;
private:
static const size_t NO_VERTEX = ~0u;
typedef std::vector<CVector3D> Vertices;
typedef std::vector<size_t> FaceIndices;
/// Collection of unique vertices that make up this shape.
Vertices m_Vertices;
/**
* Holds the face definitions of this brush. Each face is a sequence of indices into m_Vertices that starts and ends with
* the same vertex index, completing a loop through all the vertices that make up the face. This vector holds all the face
* sequences back-to-back, thus looking something like 'x---xy--------yz--z' in the general case.
*/
FaceIndices m_Faces;
struct Helper;

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -18,11 +18,12 @@
#include "lib/self_test.h"
#include "maths/BoundingBoxAligned.h"
#include "maths/BoundingBoxOriented.h"
class TestBound : public CxxTest::TestSuite
{
public:
void test_empty()
void test_empty_aabb()
{
CBoundingBoxAligned bound;
TS_ASSERT(bound.IsEmpty());
@ -32,6 +33,19 @@ public:
TS_ASSERT(bound.IsEmpty());
}
void test_empty_obb()
{
CBoundingBoxOriented bound;
TS_ASSERT(bound.IsEmpty());
bound.m_Basis[0] = CVector3D(1,0,0);
bound.m_Basis[1] = CVector3D(0,1,0);
bound.m_Basis[2] = CVector3D(0,0,1);
bound.m_HalfSizes = CVector3D(1,2,3);
TS_ASSERT(!bound.IsEmpty());
bound.SetEmpty();
TS_ASSERT(bound.IsEmpty());
}
void test_extend_vector()
{
CBoundingBoxAligned bound;

View File

@ -0,0 +1,183 @@
/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "lib/self_test.h"
#include "maths/Brush.h"
#include "maths/BoundingBoxAligned.h"
#include "graphics/Frustum.h"
class TestBrush : public CxxTest::TestSuite
{
public:
void setUp()
{
CxxTest::setAbortTestOnFail(true);
}
void tearDown()
{
}
void test_slice_empty_brush()
{
// verifies that the result of slicing an empty bound with a plane yields an empty bound
CBrush brush;
CPlane plane(CVector4D(0, 0, -1, 0.5f)); // can be anything, really
CBrush result;
brush.Slice(plane, result);
TS_ASSERT(brush.IsEmpty());
}
void test_slice_plane_simple()
{
// slice a 1x1x1 cube vertically down the middle at z = 0.5, with the plane normal pointing towards the negative
// end of the Z axis (i.e., anything with Z lower than 0.5 is considered 'in front of' the plane and is kept)
CPlane plane(CVector4D(0, 0, -1, 0.5f));
CBrush brush(CBoundingBoxAligned(CVector3D(0,0,0), CVector3D(1,1,1)));
CBrush result;
brush.Slice(plane, result);
// verify that the resulting brush consists of exactly our 8 expected, unique vertices
TS_ASSERT_EQUALS(8, result.GetVertices().size());
size_t LBF = GetUniqueVertexIndex(result, CVector3D(0, 0, 0)); // left-bottom-front <=> XYZ
size_t RBF = GetUniqueVertexIndex(result, CVector3D(1, 0, 0)); // right-bottom-front
size_t RBB = GetUniqueVertexIndex(result, CVector3D(1, 0, 0.5f)); // right-bottom-back
size_t LBB = GetUniqueVertexIndex(result, CVector3D(0, 0, 0.5f)); // etc.
size_t LTF = GetUniqueVertexIndex(result, CVector3D(0, 1, 0));
size_t RTF = GetUniqueVertexIndex(result, CVector3D(1, 1, 0));
size_t RTB = GetUniqueVertexIndex(result, CVector3D(1, 1, 0.5f));
size_t LTB = GetUniqueVertexIndex(result, CVector3D(0, 1, 0.5f));
// verify that the brush contains the six expected planes (one of which is the slicing plane)
VerifyFacePresent(result, 5, LBF, RBF, RBB, LBB, LBF); // bottom face
VerifyFacePresent(result, 5, LTF, RTF, RTB, LTB, LTF); // top face
VerifyFacePresent(result, 5, LBF, LBB, LTB, LTF, LBF); // left face
VerifyFacePresent(result, 5, RBF, RBB, RTB, RTF, RBF); // right face
VerifyFacePresent(result, 5, LBF, RBF, RTF, LTF, LBF); // front face
VerifyFacePresent(result, 5, LBB, RBB, RTB, LTB, LBB); // back face
}
void test_slice_plane_behind_brush()
{
// slice the (0,0,0) to (1,1,1) cube by the plane z = 1.5, with the plane normal pointing towards the negative
// end of the Z axis (i.e. the entire cube is 'in front of' the plane and should be kept)
CPlane plane(CVector4D(0, 0, -1, 1.5f));
CBrush brush(CBoundingBoxAligned(CVector3D(0,0,0), CVector3D(1,1,1)));
CBrush result;
brush.Slice(plane, result);
// verify that the resulting brush consists of exactly our 8 expected, unique vertices
TS_ASSERT_EQUALS(8, result.GetVertices().size());
size_t LBF = GetUniqueVertexIndex(result, CVector3D(0, 0, 0)); // left-bottom-front <=> XYZ
size_t RBF = GetUniqueVertexIndex(result, CVector3D(1, 0, 0)); // right-bottom-front
size_t RBB = GetUniqueVertexIndex(result, CVector3D(1, 0, 1)); // right-bottom-back
size_t LBB = GetUniqueVertexIndex(result, CVector3D(0, 0, 1)); // etc.
size_t LTF = GetUniqueVertexIndex(result, CVector3D(0, 1, 0));
size_t RTF = GetUniqueVertexIndex(result, CVector3D(1, 1, 0));
size_t RTB = GetUniqueVertexIndex(result, CVector3D(1, 1, 1));
size_t LTB = GetUniqueVertexIndex(result, CVector3D(0, 1, 1));
// verify that the brush contains the six expected planes (one of which is the slicing plane)
VerifyFacePresent(result, 5, LBF, RBF, RBB, LBB, LBF); // bottom face
VerifyFacePresent(result, 5, LTF, RTF, RTB, LTB, LTF); // top face
VerifyFacePresent(result, 5, LBF, LBB, LTB, LTF, LBF); // left face
VerifyFacePresent(result, 5, RBF, RBB, RTB, RTF, RBF); // right face
VerifyFacePresent(result, 5, LBF, RBF, RTF, LTF, LBF); // front face
VerifyFacePresent(result, 5, LBB, RBB, RTB, LTB, LBB); // back face
}
void test_slice_plane_in_front_of_brush()
{
// slices the (0,0,0) to (1,1,1) cube by the plane z = -0.5, with the plane normal pointing towards the negative
// end of the Z axis (i.e. the entire cube is 'behind' the plane and should be cut away)
CPlane plane(CVector4D(0, 0, -1, -0.5f));
CBrush brush(CBoundingBoxAligned(CVector3D(0,0,0), CVector3D(1,1,1)));
CBrush result;
brush.Slice(plane, result);
TS_ASSERT_EQUALS(0, result.GetVertices().size());
std::vector<std::vector<size_t> > faces;
result.GetFaces(faces);
TS_ASSERT_EQUALS(0, faces.size());
}
private:
size_t GetUniqueVertexIndex(const CBrush& brush, const CVector3D& vertex, float eps = 1e-6f)
{
std::vector<CVector3D> vertices = brush.GetVertices();
for (size_t i = 0; i < vertices.size(); ++i)
{
const CVector3D& v = vertices[i];
if (fabs(v.X - vertex.X) < eps
&& fabs(v.Y - vertex.Y) < eps
&& fabs(v.Z - vertex.Z) < eps)
return i;
}
TS_FAIL("Vertex not found in brush");
return ~0u;
}
void VerifyFacePresent(const CBrush& brush, int count, ...)
{
std::vector<size_t> face;
va_list args;
va_start(args, count);
for (int x = 0; x < count; ++x)
face.push_back(va_arg(args, size_t));
va_end(args);
if (face.size() == 0)
return;
std::vector<std::vector<size_t> > faces;
brush.GetFaces(faces);
// the brush is free to use any starting vertex along the face, and to use any winding order, so have 'face'
// cycle through various starting values and see if any of them (or their reverse) matches one found in the brush.
for (size_t c = 0; c < face.size() - 1; ++c)
{
std::vector<std::vector<size_t> >::iterator it1 = std::find(faces.begin(), faces.end(), face);
if (it1 != faces.end())
return;
// no match, try the reverse
std::vector<size_t> faceReverse = face;
std::reverse(faceReverse.begin(), faceReverse.end());
std::vector<std::vector<size_t> >::iterator it2 = std::find(faces.begin(), faces.end(), faceReverse);
if (it2 != faces.end())
return;
// no match, cycle it
face.erase(face.begin());
face.push_back(face[0]);
}
TS_FAIL("Face not found in brush");
}
};

View File

@ -224,11 +224,19 @@ void ShadowMap::AddShadowedBound(const CBoundingBoxAligned& bounds)
void ShadowMapInternals::CalcShadowMatrices()
{
CRenderer& renderer = g_Renderer;
float minZ = ShadowBound[0].Z;
ShadowBound.IntersectFrustumConservative(LightspaceCamera.GetFrustum());
// ShadowBound might have been empty to begin with, producing an empty result
if (ShadowBound.IsEmpty())
{
// no-op
LightProjection.SetIdentity();
TextureMatrix = LightTransform;
return;
}
// round off the shadow boundaries to sane increments to help reduce swim effect
float boundInc = 16.0f;
ShadowBound[0].X = floor(ShadowBound[0].X / boundInc) * boundInc;
@ -270,14 +278,14 @@ void ShadowMapInternals::CalcShadowMatrices()
LightProjection._34 = shift.Z * scale.Z + renderer.m_ShadowZBias;
LightProjection._44 = 1.0;
// Calculate texture matrix by creating the clip space to texture coordinate matrix
// and then concatenating all matrices that have been calculated so far
CMatrix3D lightToTex;
float texscalex = scale.X * 0.5f * (float)EffectiveWidth / (float)Width;
float texscaley = scale.Y * 0.5f * (float)EffectiveHeight / (float)Height;
float texscalez = scale.Z * 0.5f;
CMatrix3D lightToTex;
lightToTex.SetZero();
lightToTex._11 = texscalex;
lightToTex._14 = (offsetX - ShadowBound[0].X) * texscalex;