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use binary_space_partition::{BspNode, Plane as BspPlane, PlaneCut};
use euclid::{TypedPoint3D, TypedVector3D};
use euclid::approxeq::ApproxEq;
use num_traits::{Float, One, Zero};
use std::{fmt, ops};
use {Intersection, Plane, Polygon, Splitter};
impl<T, U> BspPlane for Polygon<T, U> 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,
{
fn cut(&self, mut plane: Self) -> PlaneCut<Self> {
debug!("\tCutting anchor {}", plane.anchor);
let dist = self.plane.signed_distance_sum_to(&plane);
match self.intersect(&plane) {
Intersection::Coplanar if dist.approx_eq(&T::zero()) => {
debug!("\t\tCoplanar and matching");
PlaneCut::Sibling(plane)
}
Intersection::Coplanar | Intersection::Outside => {
debug!("\t\tCoplanar at {:?}", dist);
if dist > T::zero() {
PlaneCut::Cut {
front: vec![plane],
back: vec![],
}
} else {
PlaneCut::Cut {
front: vec![],
back: vec![plane],
}
}
}
Intersection::Inside(line) => {
let (res_add1, res_add2) = plane.split(&line);
let mut front = Vec::new();
let mut back = Vec::new();
for sub in Some(plane).into_iter().chain(res_add1).chain(res_add2) {
if self.plane.signed_distance_sum_to(&sub) > T::zero() {
front.push(sub)
} else {
back.push(sub)
}
}
debug!("\t\tCut across {:?} by {} in front and {} in back",
line, front.len(), back.len());
PlaneCut::Cut {
front: front,
back: back,
}
},
}
}
fn is_aligned(&self, other: &Self) -> bool {
self.plane.normal.dot(other.plane.normal) > T::zero()
}
}
pub struct BspSplitter<T, U> {
tree: BspNode<Polygon<T, U>>,
result: Vec<Polygon<T, U>>,
}
impl<T, U> BspSplitter<T, U> {
pub fn new() -> Self {
BspSplitter {
tree: BspNode::new(),
result: Vec::new(),
}
}
}
impl<T, U> Splitter<T, U> for BspSplitter<T, U> 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,
{
fn reset(&mut self) {
self.tree = BspNode::new();
}
fn add(&mut self, poly: Polygon<T, U>) {
self.tree.insert(poly);
}
fn sort(&mut self, view: TypedVector3D<T, U>) -> &[Polygon<T, U>] {
let poly = Polygon {
points: [TypedPoint3D::origin(); 4],
plane: Plane {
normal: -view,
offset: T::zero(),
},
anchor: 0,
};
self.result.clear();
self.tree.order(&poly, &mut self.result);
&self.result
}
}