1 | #include "Triangle3.h"
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2 | #include "AxisAlignedBox3.h"
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3 | #include "common.h"
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4 | #include "Plane3.h"
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5 |
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6 |
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7 | using namespace std;
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8 |
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9 |
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10 | namespace CHCDemoEngine {
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11 |
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12 |
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13 | Triangle3::Triangle3(const Vector3 &a, const Vector3 &b, const Vector3 &c)
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14 | {
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15 | Init(a, b, c);
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16 | }
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17 |
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18 |
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19 | void Triangle3::Init(const Vector3 &a, const Vector3 &b, const Vector3 &c)
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20 | {
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21 | mVertices[0] = a;
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22 | mVertices[1] = b;
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23 | mVertices[2] = c;
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24 | }
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25 |
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26 |
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27 | AxisAlignedBox3 Triangle3::GetBoundingBox() const
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28 | {
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29 | AxisAlignedBox3 box;
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30 | box.Initialize();
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31 |
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32 | box.Include(mVertices[0]);
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33 | box.Include(mVertices[1]);
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34 | box.Include(mVertices[2]);
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35 |
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36 | box.EnlargeToMinSize();
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37 |
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38 | return box;
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39 | }
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40 |
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41 |
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42 | Vector3 Triangle3::GetNormal() const
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43 | {
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44 | const Vector3 v1 = mVertices[0] - mVertices[1];
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45 | const Vector3 v2 = mVertices[2] - mVertices[1];
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46 |
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47 | return Normalize(CrossProd(v2, v1));
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48 | }
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49 |
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50 |
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51 | Vector3 Triangle3::GetWorldCenter() const
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52 | {
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53 | return (mVertices[0] + mVertices[1] + mVertices[2]) / 3.0f;
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54 | }
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55 |
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56 |
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57 | float Triangle3::GetArea() const
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58 | {
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59 | Vector3 v1 = mVertices[0] - mVertices[1], v2=mVertices[2] - mVertices[1];
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60 | return 0.5f * Magnitude(CrossProd(v2, v1));
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61 | }
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62 |
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63 |
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64 | bool Triangle3::GetPlaneIntersection(const Plane3 &plane,
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65 | Vector3 &intersectA,
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66 | Vector3 &intersectB) const
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67 | {
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68 | int side[3];
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69 |
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70 | // compute distance from plane
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71 | for (int i = 0; i < 3; ++ i)
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72 | side[i] = plane.Side(mVertices[i], Limits::Small);
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73 |
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74 | /////
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75 | // no intersection => early exit
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76 | if (((side[0] > 0) && (side[1] > 0) && (side[2] > 0)) ||
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77 | ((side[0] < 0) && (side[1] < 0) && (side[2] < 0)))
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78 | {
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79 | return false;
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80 | }
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81 |
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82 | /////////////
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83 | // at least 2 triangle vertices lie in plane => early exit
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84 |
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85 | for (int i = 0; i < 3; ++ i)
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86 | {
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87 | if (!side[i] && !side[(i + 1) % 3])
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88 | {
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89 | intersectA = mVertices[i];
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90 | intersectB = mVertices[(i + 1) % 3];
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91 |
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92 | return true;
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93 | }
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94 | }
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95 |
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96 | bool foundA = false;
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97 |
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98 | // compute intersection points
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99 | for (int i = 0; i < 3; ++ i)
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100 | {
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101 | const int i_2 = (i + 1) % 3;
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102 |
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103 | // intersection found
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104 | if ((side[i] >= 0) && (side[i_2] <= 0) ||
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105 | (side[i] <= 0) && (side[i_2] >= 0))
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106 | {
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107 | const float t = plane.FindT(mVertices[i], mVertices[i_2]);
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108 |
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109 | if (!foundA)
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110 | {
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111 | intersectA = mVertices[i] + t * (mVertices[i_2] - mVertices[i]);
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112 | foundA = true;
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113 | }
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114 | else
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115 | {
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116 | intersectB = mVertices[i] + t * (mVertices[i_2] - mVertices[i]);
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117 | return true;
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118 | }
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119 | }
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120 | }
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121 |
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122 | cout << "warning! wrong triangle - plane intersection" << endl;
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123 | return false; // something went wrong!
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124 | }
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125 |
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126 |
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127 | bool Triangle3::Valid() const
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128 | {
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129 | const Vector3 a = mVertices[0] - mVertices[1];
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130 | const Vector3 b = mVertices[0] - mVertices[2];
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131 | const Vector3 cross_a_b = CrossProd(a, b);
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132 |
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133 | const float eps = 1e-6f;
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134 |
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135 | if (SqrMagnitude(cross_a_b) <= eps * eps)
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136 | {
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137 | // v0, v1 & v2 lies on a line (area == 0)
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138 | return false;
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139 | }
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140 |
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141 | return true;
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142 | }
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143 |
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144 |
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145 | }
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