//-------------------------FACES_SPLITTING_METHODS------------------------------// /** * Split faces so that none face is intercepted by a face of other object * * @param object the other object 3d used to make the split */ public void splitFaces(Object3D obj) { Line line; Face face1, face2; Segment[] segments; Segment segment1; Segment segment2; double distFace1Vert1, distFace1Vert2, distFace1Vert3, distFace2Vert1, distFace2Vert2, distFace2Vert3; int signFace1Vert1, signFace1Vert2, signFace1Vert3, signFace2Vert1, signFace2Vert2, signFace2Vert3; int numFacesBefore = getNumFaces(); int numFacesStart = getNumFaces(); int facesIgnored = 0; //if the objects bounds overlap... if (getBound().overlap(obj.getBound())) { //for each object1 face... for (int i = 0; i < getNumFaces(); i++) { //if object1 face bound and object2 bound overlap ... face1 = getFace(i); if (face1.getBound().overlap(obj.getBound())) { //for each object2 face... for (int j = 0; j < obj.getNumFaces(); j++) { //if object1 face bound and object2 face bound overlap... face2 = obj.getFace(j); if (face1.getBound().overlap(face2.getBound())) { //PART I - DO TWO POLIGONS INTERSECT? //POSSIBLE RESULTS: INTERSECT, NOT_INTERSECT, COPLANAR //distance from the face1 vertices to the face2 plane distFace1Vert1 = computeDistance(face1.v1, face2); distFace1Vert2 = computeDistance(face1.v2, face2); distFace1Vert3 = computeDistance(face1.v3, face2); //distances signs from the face1 vertices to the face2 plane signFace1Vert1 = (distFace1Vert1 > TOL ? 1 : (distFace1Vert1 < -TOL ? -1 : 0)); signFace1Vert2 = (distFace1Vert2 > TOL ? 1 : (distFace1Vert2 < -TOL ? -1 : 0)); signFace1Vert3 = (distFace1Vert3 > TOL ? 1 : (distFace1Vert3 < -TOL ? -1 : 0)); //if all the signs are zero, the planes are coplanar //if all the signs are positive or negative, the planes do not intersect //if the signs are not equal... if (!(signFace1Vert1 == signFace1Vert2 && signFace1Vert2 == signFace1Vert3)) { //distance from the face2 vertices to the face1 plane distFace2Vert1 = computeDistance(face2.v1, face1); distFace2Vert2 = computeDistance(face2.v2, face1); distFace2Vert3 = computeDistance(face2.v3, face1); //distances signs from the face2 vertices to the face1 plane signFace2Vert1 = (distFace2Vert1 > TOL ? 1 : (distFace2Vert1 < -TOL ? -1 : 0)); signFace2Vert2 = (distFace2Vert2 > TOL ? 1 : (distFace2Vert2 < -TOL ? -1 : 0)); signFace2Vert3 = (distFace2Vert3 > TOL ? 1 : (distFace2Vert3 < -TOL ? -1 : 0)); //if the signs are not equal... if (!(signFace2Vert1 == signFace2Vert2 && signFace2Vert2 == signFace2Vert3)) { line = new Line(face1, face2); //intersection of the face1 and the plane of face2 segment1 = new Segment(line, face1, signFace1Vert1, signFace1Vert2, signFace1Vert3); //intersection of the face2 and the plane of face1 segment2 = new Segment(line, face2, signFace2Vert1, signFace2Vert2, signFace2Vert3); //if the two segments intersect... if (segment1.intersect(segment2)) { //PART II - SUBDIVIDING NON-COPLANAR POLYGONS int lastNumFaces = getNumFaces(); this.splitFace(i, segment1, segment2); //prevent from infinite loop (with a loss of faces...) //if(numFacesStart*20<getNumFaces()) //{ // System.out.println("possible infinite loop situation: terminating faces split"); // return; //} //if the face in the position isn't the same, there was a break if (face1 != getFace(i)) { //if the generated solid is equal the origin... if (face1.equals(getFace(getNumFaces() - 1))) { //return it to its position and jump it if (i != (getNumFaces() - 1)) { faces.RemoveAt(getNumFaces() - 1); faces.Insert(i, face1); } else { continue; } } //else: test next face else { i--; break; } } } } } } } } } } }