topical media & game development
student-ar-org-papervision3d-core-render-filter-QuadrantFilter.ax
student-ar-org-papervision3d-core-render-filter-QuadrantFilter.ax
[swf]
[flash]
flex
package org.papervision3d.core.render.filter
{
import flash.utils.*;
import org.papervision3d.cameras.Camera3D;
import org.papervision3d.core.clipping.draw.Clipping;
import org.papervision3d.core.geom.renderables.Vertex3D;
import org.papervision3d.core.geom.renderables.Vertex3DInstance;
import org.papervision3d.core.math.Number3D;
import org.papervision3d.core.math.NumberUV;
import org.papervision3d.core.render.command.RenderLine;
import org.papervision3d.core.render.command.RenderTriangle;
import org.papervision3d.core.render.command.RenderableListItem;
import org.papervision3d.core.render.data.QuadTree;
import org.papervision3d.scenes.Scene3D;
Splits all intersecting triangles
public class @ax-student-ar-org-papervision3d-core-render-filter-QuadrantFilter extends Abstract@ax-student-ar-org-papervision3d-core-render-filter-QuadrantFilter
{
private var maxdelay:int;
private var start:int;
private var check:int;
private var primitives:Array;
private var pri:RenderableListItem
private var turn:int;
private var leftover:Array;
private var rivals:Array;
private var rival:RenderableListItem;
private var parts:Array;
private var part:RenderableListItem;
private var subst:Array;
private var focus:Number;
private var av0z:Number;
private var av0p:Number;
private var av0x:Number;
private var av0y:Number;
private var av1z:Number;
private var av1p:Number;
private var av1x:Number;
private var av1y:Number;
private var av2z:Number;
private var av2p:Number;
private var av2x:Number;
private var av2y:Number;
private var ad1x:Number;
private var ad1y:Number;
private var ad1z:Number;
private var ad2x:Number;
private var ad2y:Number;
private var ad2z:Number;
private var apa:Number;
private var apb:Number;
private var apc:Number;
private var apd:Number;
private var tv0z:Number;
private var tv0p:Number;
private var tv0x:Number;
private var tv0y:Number;
private var tv1z:Number;
private var tv1p:Number;
private var tv1x:Number;
private var tv1y:Number;
private var tv2z:Number;
private var tv2p:Number;
private var tv2x:Number;
private var tv2y:Number;
private var sv0:Number;
private var sv1:Number;
private var sv2:Number;
private var td1x:Number;
private var td1y:Number;
private var td1z:Number;
private var td2x:Number;
private var td2y:Number;
private var td2z:Number;
private var tpa:Number;
private var tpb:Number;
private var tpc:Number;
private var tpd:Number;
private var sav0:Number;
private var sav1:Number;
private var sav2:Number;
private var tv0:Vertex3D;
private var tv1:Vertex3D;
private var tv2:Vertex3D;
private var q0x:Number;
private var q0y:Number;
private var q1x:Number;
private var q1y:Number;
private var q2x:Number;
private var q2y:Number;
private var w0x:Number;
private var w0y:Number;
private var w1x:Number;
private var w1y:Number;
private var w2x:Number;
private var w2y:Number;
private var ql01a:Number;
private var ql01b:Number;
private var ql01c:Number;
private var ql01s:Number;
private var ql01w0:Number;
private var ql01w1:Number;
private var ql01w2:Number;
private var ql12a:Number;
private var ql12b:Number;
private var ql12c:Number;
private var ql12s:Number;
private var ql12w0:Number;
private var ql12w1:Number;
private var ql12w2:Number;
private var ql20a:Number;
private var ql20b:Number;
private var ql20c:Number;
private var ql20s:Number;
private var ql20w0:Number;
private var ql20w1:Number;
private var ql20w2:Number;
private var wl01a:Number;
private var wl01b:Number;
private var wl01c:Number;
private var wl01s:Number;
private var wl01q0:Number;
private var wl01q1:Number;
private var wl01q2:Number;
private var wl12a:Number;
private var wl12b:Number;
private var wl12c:Number;
private var wl12s:Number;
private var wl12q0:Number;
private var wl12q1:Number;
private var wl12q2:Number;
private var wl20a:Number;
private var wl20b:Number;
private var wl20c:Number;
private var wl20s:Number;
private var wl20q0:Number;
private var wl20q1:Number;
private var wl20q2:Number;
private var d:Number;
private var k0:Number;
private var k1:Number;
private var tv01z:Number;
private var tv01p:Number;
private var tv01x:Number;
private var tv01y:Number;
private var v01:Vertex3DInstance = new Vertex3DInstance();
private function riddle(q:RenderableListItem, w:RenderableListItem):Array
{
if (q is RenderTriangle && q.instance.testQuad)
{
if (w is RenderTriangle && w.instance.testQuad)
return riddleTT(RenderTriangle(q),RenderTriangle(w));
}
return null;
}
private final function riddleTT(q:RenderTriangle, w:RenderTriangle):Array
{
//return if triangle area below 10 or if actual rival triangles do not overlap
if (q.area < 10 || w.area < 10 || !overlap(q, w))
return null;
//deperspective rival v0
av0z = w.v0.z;
av0p = 1 + av0z / focus;
av0x = w.v0.x * av0p;
av0y = w.v0.y * av0p;
//deperspective rival v1
av1z = w.v1.z;
av1p = 1 + av1z / focus;
av1x = w.v1.x * av1p;
av1y = w.v1.y * av1p;
//deperspective rival v2
av2z = w.v2.z;
av2p = 1 + av2z / focus;
av2x = w.v2.x * av2p;
av2y = w.v2.y * av2p;
//calculate rival face normal
ad1x = av1x - av0x;
ad1y = av1y - av0y;
ad1z = av1z - av0z;
ad2x = av2x - av0x;
ad2y = av2y - av0y;
ad2z = av2z - av0z;
apa = ad1y*ad2z - ad1z*ad2y;
apb = ad1z*ad2x - ad1x*ad2z;
apc = ad1x*ad2y - ad1y*ad2x;
//calculate the dot product of the rival normal and rival v0
apd = apa*av0x + apb*av0y + apc*av0z;
//return if normal length is less than 1
if (apa*apa + apb*apb + apc*apc < 1)
return null;
//deperspective v0
tv0z = q.v0.z;
tv0p = 1 + tv0z / focus;
tv0x = q.v0.x * tv0p;
tv0y = q.v0.y * tv0p;
//deperspective v1
tv1z = q.v1.z;
tv1p = 1 + tv1z / focus;
tv1x = q.v1.x * tv1p;
tv1y = q.v1.y * tv1p;
//deperspective v2
tv2z = q.v2.z;
tv2p = 1 + tv2z / focus;
tv2x = q.v2.x * tv2p;
tv2y = q.v2.y * tv2p;
//calculate the dot product of v0, v1 and v2 to the rival normal
sv0 = apa*tv0x + apb*tv0y + apc*tv0z - apd;
sv1 = apa*tv1x + apb*tv1y + apc*tv1z - apd;
sv2 = apa*tv2x + apb*tv2y + apc*tv2z - apd;
if (sv0*sv0 < 0.001)
sv0 = 0;
if (sv1*sv1 < 0.001)
sv1 = 0;
if (sv2*sv2 < 0.001)
sv2 = 0;
if (sv0*sv1 >= -0.01 && sv1*sv2 >= -0.01 && sv2*sv0 >= -0.01)
return null;
//calulate face normal
td1x = tv1x - tv0x;
td1y = tv1y - tv0y;
td1z = tv1z - tv0z;
td2x = tv2x - tv0x;
td2y = tv2y - tv0y;
td2z = tv2z - tv0z;
tpa = td1y*td2z - td1z*td2y;
tpb = td1z*td2x - td1x*td2z;
tpc = td1x*td2y - td1y*td2x;
//calculate the dot product of the face normal and v0
tpd = tpa*tv0x + tpb*tv0y + tpc*tv0z;
//return if normal length is less than 1
if (tpa*tpa + tpb*tpb + tpc*tpc < 1)
return null;
//calculate the dot product of rival v0, v1 and v2 to the face normal
sav0 = tpa*av0x + tpb*av0y + tpc*av0z - tpd;
sav1 = tpa*av1x + tpb*av1y + tpc*av1z - tpd;
sav2 = tpa*av2x + tpb*av2y + tpc*av2z - tpd;
if (sav0*sav0 < 0.001)
sav0 = 0;
if (sav1*sav1 < 0.001)
sav1 = 0;
if (sav2*sav2 < 0.001)
sav2 = 0;
if ((sav0*sav1 >= -0.01) && (sav1*sav2 >= -0.01) && (sav2*sav0 >= -0.01))
return null;
tv0 = q.v0.deperspective(focus);
tv1 = q.v1.deperspective(focus);
tv2 = q.v2.deperspective(focus);
if (sv1*sv2 >= -1)
{
return q.fivepointcut(q.v2, Vertex3D.weighted(tv2, tv0, -sv0, sv2).perspective(focus), q.v0, Vertex3D.weighted(tv0, tv1, sv1, -sv0).perspective(focus), q.v1,
q.uv2, NumberUV.weighted(q.uv2, q.uv0, -sv0, sv2), q.uv0, NumberUV.weighted(q.uv0, q.uv1, sv1, -sv0), q.uv1);
}
else
if (sv0*sv1 >= -1)
{
return q.fivepointcut(q.v1, Vertex3D.weighted(tv1, tv2, -sv2, sv1).perspective(focus), q.v2, Vertex3D.weighted(tv2, tv0, sv0, -sv2).perspective(focus), q.v0,
q.uv1, NumberUV.weighted(q.uv1, q.uv2, -sv2, sv1), q.uv2, NumberUV.weighted(q.uv2, q.uv0, sv0, -sv2), q.uv0);
}
else
{
return q.fivepointcut(q.v0, Vertex3D.weighted(tv0, tv1, -sv1, sv0).perspective(focus), q.v1, Vertex3D.weighted(tv1, tv2, sv2, -sv1).perspective(focus), q.v2,
q.uv0, NumberUV.weighted(q.uv0, q.uv1, -sv1, sv0), q.uv1, NumberUV.weighted(q.uv1, q.uv2, sv2, -sv1), q.uv2);
}
return null;
}
private function overlap(q:RenderTriangle, w:RenderTriangle):Boolean
{
q0x = q.v0.x;
q0y = q.v0.y;
q1x = q.v1.x;
q1y = q.v1.y;
q2x = q.v2.x;
q2y = q.v2.y;
w0x = w.v0.x;
w0y = w.v0.y;
w1x = w.v1.x;
w1y = w.v1.y;
w2x = w.v2.x;
w2y = w.v2.y;
ql01a = q1y - q0y;
ql01b = q0x - q1x;
ql01c = -(ql01b*q0y + ql01a*q0x);
ql01s = ql01a*q2x + ql01b*q2y + ql01c;
ql01w0 = (ql01a*w0x + ql01b*w0y + ql01c) * ql01s;
ql01w1 = (ql01a*w1x + ql01b*w1y + ql01c) * ql01s;
ql01w2 = (ql01a*w2x + ql01b*w2y + ql01c) * ql01s;
if ((ql01w0 <= 0.0001) && (ql01w1 <= 0.0001) && (ql01w2 <= 0.0001))
return false;
ql12a = q2y - q1y;
ql12b = q1x - q2x;
ql12c = -(ql12b*q1y + ql12a*q1x);
ql12s = ql12a*q0x + ql12b*q0y + ql12c;
ql12w0 = (ql12a*w0x + ql12b*w0y + ql12c) * ql12s;
ql12w1 = (ql12a*w1x + ql12b*w1y + ql12c) * ql12s;
ql12w2 = (ql12a*w2x + ql12b*w2y + ql12c) * ql12s;
if ((ql12w0 <= 0.0001) && (ql12w1 <= 0.0001) && (ql12w2 <= 0.0001))
return false;
ql20a = q0y - q2y;
ql20b = q2x - q0x;
ql20c = -(ql20b*q2y + ql20a*q2x);
ql20s = ql20a*q1x + ql20b*q1y + ql20c;
ql20w0 = (ql20a*w0x + ql20b*w0y + ql20c) * ql20s;
ql20w1 = (ql20a*w1x + ql20b*w1y + ql20c) * ql20s;
ql20w2 = (ql20a*w2x + ql20b*w2y + ql20c) * ql20s;
if ((ql20w0 <= 0.0001) && (ql20w1 <= 0.0001) && (ql20w2 <= 0.0001))
return false;
wl01a = w1y - w0y;
wl01b = w0x - w1x;
wl01c = -(wl01b*w0y + wl01a*w0x);
wl01s = wl01a*w2x + wl01b*w2y + wl01c;
wl01q0 = (wl01a*q0x + wl01b*q0y + wl01c) * wl01s;
wl01q1 = (wl01a*q1x + wl01b*q1y + wl01c) * wl01s;
wl01q2 = (wl01a*q2x + wl01b*q2y + wl01c) * wl01s;
if ((wl01q0 <= 0.0001) && (wl01q1 <= 0.0001) && (wl01q2 <= 0.0001))
return false;
wl12a = w2y - w1y;
wl12b = w1x - w2x;
wl12c = -(wl12b*w1y + wl12a*w1x);
wl12s = wl12a*w0x + wl12b*w0y + wl12c;
wl12q0 = (wl12a*q0x + wl12b*q0y + wl12c) * wl12s;
wl12q1 = (wl12a*q1x + wl12b*q1y + wl12c) * wl12s;
wl12q2 = (wl12a*q2x + wl12b*q2y + wl12c) * wl12s;
if ((wl12q0 <= 0.0001) && (wl12q1 <= 0.0001) && (wl12q2 <= 0.0001))
return false;
wl20a = w0y - w2y;
wl20b = w2x - w0x;
wl20c = -(wl20b*w2y + wl20a*w2x);
wl20s = wl20a*w1x + wl20b*w1y + wl20c;
wl20q0 = (wl20a*q0x + wl20b*q0y + wl20c) * wl20s;
wl20q1 = (wl20a*q1x + wl20b*q1y + wl20c) * wl20s;
wl20q2 = (wl20a*q2x + wl20b*q2y + wl20c) * wl20s;
if ((wl20q0 <= 0.0001) && (wl20q1 <= 0.0001) && (wl20q2 <= 0.0001))
return false;
return true;
}
Creates a new <code>@ax-student-ar-org-papervision3d-core-render-filter-QuadrantFilter</code> object.
@param maxdelay [optional] The maximum time the filter can take to resolve z-depth before timing out.
public function @ax-student-ar-org-papervision3d-core-render-filter-QuadrantFilter(maxdelay:int = 60000)
{
this.maxdelay = maxdelay;
}
@inheritDoc
public override function filterTree(tree:QuadTree, scene:Scene3D, camera:Camera3D, clip:Clipping):void
{
start = getTimer();
check = 0;
focus = camera.focus;
primitives = tree.list();
turn = 0;
while (primitives.length > 0)
{
var leftover:Array = new Array();
for each (pri in primitives)
{
check++;
if (check == 10)
if (getTimer() - start > maxdelay)
return;
else
check = 0;
rivals = tree.getOverlaps(pri, pri.instance);
for each (rival in rivals)
{
if (rival == pri)
continue;
if (rival.minZ >= pri.maxZ)
continue;
if (rival.maxZ <= pri.minZ)
continue;
parts = riddle(pri, rival);
if (parts != null){
tree.remove(pri);
for each (part in parts)
{
leftover.push(part);
tree.add(part);
}
break;
}
}
}
primitives = leftover;
turn += 1;
if (turn == 40)
break;
}
}
Used to trace the values of a filter.
returns: A string representation of the filter object.
public function toString():String
{
return "@ax-student-ar-org-papervision3d-core-render-filter-QuadrantFilter" + ((maxdelay == 60000) ? "" : "("+maxdelay+"ms)");
}
}
}
(C) Æliens
04/09/2009
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.