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| 1 // Copyright 2014 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. |
| 4 |
| 5 #include "cc/quads/draw_polygon.h" |
| 6 |
| 7 #include <vector> |
| 8 |
| 9 #include "cc/output/bsp_compare_result.h" |
| 10 |
| 11 namespace { |
| 12 // This allows for some imperfection in the normal comparison when checking if |
| 13 // two pieces of geometry are coplanar. |
| 14 static const float coplanar_dot_epsilon = 0.99f; |
| 15 // This threshold controls how "thick" a plane is. If a point's distance is |
| 16 // <= compare_threshold, then it is considered on the plane. Only when this |
| 17 // boundary is crossed do we consider doing splitting. |
| 18 static const float compare_threshold = 1.0f; |
| 19 static const float split_threshold = 0.5f; |
| 20 } // namespace |
| 21 |
| 22 namespace cc { |
| 23 |
| 24 DrawPolygon::DrawPolygon() { |
| 25 } |
| 26 |
| 27 DrawPolygon::DrawPolygon(DrawQuad* original, |
| 28 const std::vector<gfx::Point3F>& in_points, |
| 29 int draw_order_index) |
| 30 : order_index_(draw_order_index), original_ref_(original) { |
| 31 for (unsigned int i = 0; i < in_points.size(); i++) { |
| 32 points_.push_back(in_points[i]); |
| 33 } |
| 34 normal_ = gfx::Vector3dF(0.0f, 0.0f, 1.0f); |
| 35 } |
| 36 |
| 37 DrawPolygon::~DrawPolygon() { |
| 38 } |
| 39 |
| 40 void DrawPolygon::SetNormal(const gfx::Vector3dF& normal) { |
| 41 normal_ = normal; |
| 42 } |
| 43 |
| 44 scoped_ptr<DrawPolygon> DrawPolygon::CreateCopy() { |
| 45 DrawPolygon* new_polygon = new DrawPolygon(); |
| 46 new_polygon->order_index_ = order_index_; |
| 47 new_polygon->original_ref_ = original_ref_; |
| 48 new_polygon->points_.reserve(points_.size()); |
| 49 new_polygon->points_ = points_; |
| 50 new_polygon->normal_.set_x(normal_.x()); |
| 51 new_polygon->normal_.set_y(normal_.y()); |
| 52 new_polygon->normal_.set_z(normal_.z()); |
| 53 return scoped_ptr<DrawPolygon>(new_polygon); |
| 54 } |
| 55 |
| 56 float DrawPolygon::SignedPointDistance(const gfx::Point3F& point) const { |
| 57 return gfx::DotProduct(point - points_[0], normal_); |
| 58 } |
| 59 |
| 60 // Checks whether or not shape a lies on the front or back side of b, or |
| 61 // whether they should be considered coplanar. If on the back side, we |
| 62 // say ABeforeB because it should be drawn in that order. |
| 63 // Assumes that layers are split and there are no intersecting planes. |
| 64 BspCompareResult DrawPolygon::SideCompare(const DrawPolygon& a, |
| 65 const DrawPolygon& b) { |
| 66 // Right away let's check if they're coplanar |
| 67 double dot = gfx::DotProduct(a.normal_, b.normal_); |
| 68 float sign; |
| 69 bool normal_match = false; |
| 70 // This check assumes that the normals are normalized. |
| 71 if (std::abs(dot) >= coplanar_dot_epsilon) { |
| 72 normal_match = true; |
| 73 // The normals are matching enough that we only have to test one point. |
| 74 sign = gfx::DotProduct(a.points_[0] - b.points_[0], b.normal_); |
| 75 // Is it on either side of the splitter? |
| 76 if (sign < -compare_threshold) { |
| 77 return BSP_BACK; |
| 78 } |
| 79 |
| 80 if (sign > compare_threshold) { |
| 81 return BSP_FRONT; |
| 82 } |
| 83 |
| 84 // No it wasn't, so the sign of the dot product of the normals |
| 85 // along with document order determines which side it goes on. |
| 86 if (dot >= 0.0f) { |
| 87 if (a.order_index_ < b.order_index_) { |
| 88 return BSP_COPLANAR_FRONT; |
| 89 } |
| 90 return BSP_COPLANAR_BACK; |
| 91 } |
| 92 |
| 93 if (a.order_index_ < b.order_index_) { |
| 94 return BSP_COPLANAR_BACK; |
| 95 } |
| 96 return BSP_COPLANAR_FRONT; |
| 97 } |
| 98 |
| 99 unsigned int pos_count = 0; |
| 100 unsigned int neg_count = 0; |
| 101 for (unsigned int i = 0; i < a.points_.size(); i++) { |
| 102 if (!normal_match || (normal_match && i > 0)) { |
| 103 sign = gfx::DotProduct(a.points_[i] - b.points_[0], b.normal_); |
| 104 } |
| 105 |
| 106 if (sign < -compare_threshold) { |
| 107 ++neg_count; |
| 108 } else if (sign > compare_threshold) { |
| 109 ++pos_count; |
| 110 } |
| 111 |
| 112 if (pos_count && neg_count) { |
| 113 return BSP_SPLIT; |
| 114 } |
| 115 } |
| 116 |
| 117 if (pos_count) { |
| 118 return BSP_FRONT; |
| 119 } |
| 120 return BSP_BACK; |
| 121 } |
| 122 |
| 123 static bool LineIntersectPlane(const gfx::Point3F& line_start, |
| 124 const gfx::Point3F& line_end, |
| 125 const gfx::Point3F& plane_origin, |
| 126 const gfx::Vector3dF& plane_normal, |
| 127 gfx::Point3F* intersection, |
| 128 float distance_threshold) { |
| 129 gfx::Vector3dF start_to_origin_vector = plane_origin - line_start; |
| 130 gfx::Vector3dF end_to_origin_vector = plane_origin - line_end; |
| 131 |
| 132 double start_distance = gfx::DotProduct(start_to_origin_vector, plane_normal); |
| 133 double end_distance = gfx::DotProduct(end_to_origin_vector, plane_normal); |
| 134 |
| 135 // The case where one vertex lies on the thick-plane and the other |
| 136 // is outside of it. |
| 137 if (std::abs(start_distance) < distance_threshold && |
| 138 std::abs(end_distance) > distance_threshold) { |
| 139 intersection->SetPoint(line_start.x(), line_start.y(), line_start.z()); |
| 140 return true; |
| 141 } |
| 142 |
| 143 // This is the case where we clearly cross the thick-plane. |
| 144 if ((start_distance > distance_threshold && |
| 145 end_distance < -distance_threshold) || |
| 146 (start_distance < -distance_threshold && |
| 147 end_distance > distance_threshold)) { |
| 148 // By getting the dot product of the line segment normalized vs. the plane's |
| 149 // normal, we get a value that approaches zero as the angle of the |
| 150 // intersecting line becomes parallel with the plane. |
| 151 // When the line segment vector is equal to the plane's normal, we have the |
| 152 // most direct path to the plane, and the dot product is 1. In this case, |
| 153 // the calculation below is just |start_distance| / 1, which is the trivial |
| 154 // case because the line takes the most direct path to intersect with the |
| 155 // plane. |start_distance| is already the shortest straight line path |
| 156 // distance to the plane. |
| 157 // However, as the vector that represents the direction of the line segment |
| 158 // indicates that it is becoming more parallel with the surface of the plane |
| 159 // and the dot product approaches 0, the path to intersection becomes much |
| 160 // longer, and the division of |start_distance| by < 1 gives us the true |
| 161 // distance of the start point to the plane following the vector of the line |
| 162 // segment. |
| 163 gfx::Vector3dF v = line_end - line_start; |
| 164 v.Scale(1.f / v.Length()); |
| 165 double projected_length = gfx::DotProduct(v, plane_normal); |
| 166 |
| 167 // The only way this will ever be true is the case where the line runs |
| 168 // parallel to the surface of the plane and would never contact it, and |
| 169 // this would result in a divide by zero below. |
| 170 if (!projected_length) { |
| 171 return false; |
| 172 } |
| 173 |
| 174 double scale = start_distance / projected_length; |
| 175 intersection->SetPoint(line_start.x() + (v.x() * scale), |
| 176 line_start.y() + (v.y() * scale), |
| 177 line_start.z() + (v.z() * scale)); |
| 178 |
| 179 return true; |
| 180 } |
| 181 return false; |
| 182 } |
| 183 |
| 184 bool DrawPolygon::Split(const DrawPolygon& splitter, |
| 185 scoped_ptr<DrawPolygon>* front, |
| 186 scoped_ptr<DrawPolygon>* back) { |
| 187 gfx::Point3F intersections[2]; |
| 188 std::vector<gfx::Point3F> out_points[2]; |
| 189 // vertex_before stores the index of the vertex before its matching |
| 190 // intersection. |
| 191 // i.e. vertex_before[0] stores the vertex we saw before we crossed the plane |
| 192 // which resulted in the line/plane intersection giving us intersections[0]. |
| 193 unsigned int vertex_before[2]; |
| 194 unsigned int points_size = points_.size(); |
| 195 unsigned int current_intersection = 0; |
| 196 |
| 197 unsigned int current_vertex = 0; |
| 198 while (current_intersection < 2) { |
| 199 if (LineIntersectPlane(points_[(current_vertex % points_size)], |
| 200 points_[(current_vertex + 1) % points_size], |
| 201 splitter.points_[0], |
| 202 splitter.normal_, |
| 203 &intersections[current_intersection], |
| 204 split_threshold)) { |
| 205 vertex_before[current_intersection] = current_vertex % points_size; |
| 206 current_intersection++; |
| 207 // We found both intersection points so we're done already. |
| 208 if (current_intersection == 2) { |
| 209 break; |
| 210 } |
| 211 } |
| 212 if (current_vertex++ > points_size) { |
| 213 break; |
| 214 } |
| 215 } |
| 216 if (current_intersection < 2) { |
| 217 return false; |
| 218 } |
| 219 |
| 220 // Since we found both the intersection points, we can begin building the |
| 221 // vertex set for both our new polygons. |
| 222 unsigned int start1 = (vertex_before[0] + 1) % points_size; |
| 223 unsigned int start2 = (vertex_before[1] + 1) % points_size; |
| 224 unsigned int points_remaining = points_size; |
| 225 |
| 226 // First polygon. |
| 227 out_points[0].push_back(intersections[0]); |
| 228 for (unsigned int i = start1; i <= vertex_before[1]; i++) { |
| 229 out_points[0].push_back(points_[i]); |
| 230 --points_remaining; |
| 231 } |
| 232 out_points[0].push_back(intersections[1]); |
| 233 |
| 234 // Second polygon. |
| 235 out_points[1].push_back(intersections[1]); |
| 236 unsigned int index = start2; |
| 237 for (unsigned int i = 0; i < points_remaining; i++) { |
| 238 out_points[1].push_back(points_[index % points_size]); |
| 239 ++index; |
| 240 } |
| 241 out_points[1].push_back(intersections[0]); |
| 242 |
| 243 // Give both polygons the original splitting polygon's ID, so that they'll |
| 244 // still be sorted properly in co-planar instances. |
| 245 // Send false as last parameter for is_original because they're split. |
| 246 scoped_ptr<DrawPolygon> poly1( |
| 247 new DrawPolygon(original_ref_, out_points[0], order_index_)); |
| 248 scoped_ptr<DrawPolygon> poly2( |
| 249 new DrawPolygon(original_ref_, out_points[1], order_index_)); |
| 250 |
| 251 poly1->SetNormal(normal_); |
| 252 poly2->SetNormal(normal_); |
| 253 |
| 254 if (SideCompare(*poly1, splitter) == BSP_FRONT) { |
| 255 *front = poly1.Pass(); |
| 256 *back = poly2.Pass(); |
| 257 } else { |
| 258 *front = poly2.Pass(); |
| 259 *back = poly1.Pass(); |
| 260 } |
| 261 return true; |
| 262 } |
| 263 |
| 264 // This algorithm takes the first vertex in the polygon and uses that as a |
| 265 // pivot point to fan out and create quads from the rest of the vertices. |
| 266 // |offset| starts off as the second vertex, and then |op1| and |op2| indicate |
| 267 // offset+1 and offset+2 respectively. |
| 268 // After the first quad is created, the first vertex in the next quad is the |
| 269 // same as all the rest, the pivot point. The second vertex in the next quad is |
| 270 // the old |op2|, the last vertex added to the previous quad. This continues |
| 271 // until all points are exhausted. |
| 272 // The special case here is where there are only 3 points remaining, in which |
| 273 // case we use the same values for vertex 3 and 4 to make a degenerate quad |
| 274 // that represents a triangle. |
| 275 void DrawPolygon::ToQuads2D(std::vector<gfx::QuadF>* quads) const { |
| 276 if (points_.size() <= 2) |
| 277 return; |
| 278 |
| 279 gfx::PointF first(points_[0].x(), points_[0].y()); |
| 280 unsigned int offset = 1; |
| 281 while (offset < points_.size() - 1) { |
| 282 unsigned int op1 = offset + 1; |
| 283 unsigned int op2 = offset + 2; |
| 284 if (op2 >= points_.size()) { |
| 285 // It's going to be a degenerate triangle. |
| 286 op2 = op1; |
| 287 } |
| 288 quads->push_back( |
| 289 gfx::QuadF(first, |
| 290 gfx::PointF(points_[offset].x(), points_[offset].y()), |
| 291 gfx::PointF(points_[op1].x(), points_[op1].y()), |
| 292 gfx::PointF(points_[op2].x(), points_[op2].y()))); |
| 293 offset = op2; |
| 294 } |
| 295 } |
| 296 |
| 297 bool DrawPolygon::GetInverseTransform(gfx::Transform* transform) const { |
| 298 return original_ref_->quadTransform().GetInverse(transform); |
| 299 } |
| 300 |
| 301 } // namespace cc |
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