function poly2 = clipPolygon3dHP(poly, plane)
%CLIPPOLYGON3DHP clip a 3D polygon with Half-space
%
% usage
% POLY2 = clipPolygon3dHP(POLY, PLANE)
% POLY is a [Nx3] array of points, and PLANE is given as :
% [x0 y0 z0 dx1 dy1 dz1 dx2 dy2 dz2].
% The result POLY2 is also an array of 3d points, sometimes smaller than
% poly, and that can be [0x3] (empty polygon).
%
% POLY2 = clipPolygon3dHP(POLY, PT0, NORMAL)
% uses plane with normal NORMAL and containing point PT0.
%
% TODO: not yet implemented
%
% There is a problem for non-convex polygons, as they can be clipped in
% several polygons. Possible solutions:
% * create another function 'clipConvexPolygon3dPlane' or
% 'clipConvexPolygon3d', using a simplified algorithm
% * returns a list of polygons instead of a single polygon,
% * in the case of one polygon as return decide what to return
% * and rename this function to 'clipPolygon3d'
%
% See also:
% poygons3d, polyhedra, clipConvexPolygon3dHP
%
% ---------
%
% author : David Legland
% INRA - TPV URPOI - BIA IMASTE
% created the 02/08/2005.
%
% HISTORY
% 2007-01-04 add todo flag
% 2011-08-17 rewrite algo, that works for convex polygons, but is slower
% than function clipConvexPolgon3dHP
%% Pre-Processing
% ensure last point is the same as the first one (makes computation easier)
if sum(poly(end, :) == poly(1,:)) ~= 3
poly = [poly; poly(1,:)];
end
% compute index of position wrt plane for each vertex
below = isBelowPlane(poly, plane);
% in the case of a polygon totally over the plane, return empty array
if sum(below) == 0
poly2 = zeros(0, 3);
return;
end
% in the case of a polygon totally over the plane, return original polygon
if sum(~below) == 0
poly2 = poly;
return;
end
% number of intersections
nInter = sum(abs(diff(below)));
% number of vertices of new polygon
N = size(poly, 1);
% N2 = sum(below(1:end-1)) + nInter;
N2 = sum(below) + nInter;
poly2 = zeros(N2, 3);
%% Iteration on polygon vertices
% vertex index in current polygon
% initialized with first vertex below the plane (vertices before are drop)
i = find(below, 1, 'first');
% vertex index in result polygon
j = 1;
while i <= N
if below(i)
% keep points located below the plane
poly2(j, :) = poly(i,:);
i = i + 1;
j = j + 1;
else
% current vertex is above the plane. We know that previous vertex
% was below. We compute intersection of supporting line, find the
% next vertex below, and find next intersection.
% compute intersection of current edge with plane
line = createLine3d(poly(i-1, :), poly(i, :));
inter1 = intersectLinePlane(line, plane);
poly2(j, :) = inter1;
j = j + 1;
% find index of next vertex below the plane, possibily re-starting
% from the beginning of the polygon
while ~below(mod(i - 1, N) + 1)
i = i + 1;
end
% compute intersection of current line with plane
i2 = mod(i - 1, N) + 1;
line = createLine3d(poly(i2-1, :), poly(i2, :));
inter2 = intersectLinePlane(line, plane);
poly2(j, :) = inter2;
j = j + 1;
% add also the current vertex
poly2(j, :) = poly(i2, :);
j = j + 1;
i = i + 1;
end
end
% remove last point if it is the same as the first one
if sum(poly2(end, :) == poly2(1,:)) == 3
poly2(end, :) = [];
end