[256] | 1 | #include "Plane3.h"
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| 2 | #include "Matrix4x4.h"
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[1500] | 3 | #include "Ray.h"
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[2105] | 4 | #include "SimpleRay.h"
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[256] | 5 |
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| 6 |
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[863] | 7 | namespace GtpVisibilityPreprocessor {
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[256] | 8 |
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| 9 |
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[1076] | 10 | Plane3::Plane3(const Vector3 &a,
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| 11 | const Vector3 &b,
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| 12 | const Vector3 &c)
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| 13 | {
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| 14 | Vector3 v1=a-b, v2=c-b;
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| 15 | mNormal = Normalize(CrossProd(v2,v1));
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| 16 | mD = -DotProd(b, mNormal);
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| 17 | }
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| 18 |
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| 19 | Plane3::Plane3(const Vector3 &normal,
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| 20 | const Vector3 &point):
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| 21 | mNormal(normal)
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| 22 | {
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| 23 | mD = -DotProd(normal, point);
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| 24 | }
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| 25 |
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| 26 |
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[256] | 27 | bool
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| 28 | PlaneIntersection(const Plane3 &a, const Plane3 &b, const Plane3 &c, Vector3 &result)
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| 29 | {
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| 30 | Vector3
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| 31 | sx(a.mNormal.x, b.mNormal.x, c.mNormal.x),
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| 32 | sy(a.mNormal.y, b.mNormal.y, c.mNormal.y),
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| 33 | sz(a.mNormal.z, b.mNormal.z, c.mNormal.z),
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| 34 | sd(a.mD, b.mD, c.mD);
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| 35 |
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| 36 | Matrix4x4 md(a.mNormal, b.mNormal, c.mNormal), mx, my, mz;
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| 37 |
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| 38 | mx.SetColumns(sd, sy, sz);
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| 39 | my.SetColumns(sx, sd, sz);
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| 40 | mz.SetColumns(sx, sy, sd);
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| 41 |
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[2124] | 42 | const float det = md.Det3x3();
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[256] | 43 |
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| 44 | if (abs(det)<TRASH)
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| 45 | return false;
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| 46 |
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| 47 | result.SetValue(mx.Det3x3()/det,
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[2124] | 48 | my.Det3x3()/det,
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| 49 | mz.Det3x3()/det);
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[256] | 50 |
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| 51 | return true;
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| 52 | }
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[639] | 53 |
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| 54 |
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[1500] | 55 | bool PlaneIntersection(const Plane3 &p1, const Plane3 &p2)
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| 56 | {
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| 57 | return
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| 58 | p1.mNormal.x != p2.mNormal.x ||
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| 59 | p1.mNormal.y != p2.mNormal.y ||
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| 60 | p1.mNormal.z != p2.mNormal.z ||
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| 61 | p1.mD == p2.mD;
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| 62 | }
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| 63 |
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| 64 |
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| 65 | /*
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| 66 | If the planes are known to intersect then determine the origin and unit direction vector of a
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| 67 | line formed by the intersection of two planes.
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| 68 | The direction of that line is just the vector product of the normals of the planes.
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| 69 | Finding a point along the intersection line is theoretically easy but numerical precision
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| 70 | issues mean that we need to determine which axis it is best to do the calculation in.
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| 71 | The point will lie on the axis that was used to determine the intersection.
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| 72 | */
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| 73 | SimpleRay GetPlaneIntersection(const Plane3 &plane1, const Plane3 &plane2)
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| 74 | {
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| 75 | Vector3 point, dir;
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| 76 | dir = CrossProd(plane1.mNormal, plane2.mNormal);
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| 77 |
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| 78 | const int index = dir.DrivingAxis();
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| 79 |
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| 80 | switch (index)
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| 81 | {
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| 82 | case 0:
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| 83 | point[0] = 0.0f;
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| 84 | point[1] = (plane1.mNormal[2] * plane2.mD - plane2.mNormal[2] * plane1.mD) / dir[0] ;
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| 85 | point[2] = (plane2.mNormal[1] * plane1.mD - plane1.mNormal[1] * plane2.mD) / dir[0] ;
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| 86 | break;
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| 87 | case 1:
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| 88 | point[0] = (plane2.mNormal[2] * plane1.mD - plane1.mNormal[2] * plane2.mD) / dir[1] ;
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| 89 | point[1] = 0.0f ;
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| 90 | point[2] = (plane1.mNormal[0] * plane2.mD - plane2.mNormal[0] * plane1.mD) / dir[1] ;
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| 91 | break;
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| 92 | case 2:
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| 93 | point[0] = (plane1.mNormal[1] * plane2.mD - plane2.mNormal[1] * plane1.mD) / dir[2] ;
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| 94 | point[1] = (plane2.mNormal[0] * plane1.mD - plane1.mNormal[0] * plane2.mD) / dir[2] ;
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| 95 | point[2] = 0.0f ;
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| 96 | break;
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| 97 | }
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| 98 |
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| 99 | Normalize(dir);
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[1883] | 100 | return SimpleRay(point, dir, 0, 1.0f);
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[1500] | 101 | }
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| 102 |
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| 103 |
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[639] | 104 | Vector3 Plane3::FindIntersection(const Vector3 &a,
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| 105 | const Vector3 &b,
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| 106 | float *t,
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| 107 | bool *coplanar) const
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| 108 | {
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[1990] | 109 | //cout << "a: " << a << " b: " << b << endl;
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| 110 | const Vector3 v = b - a; // line from A to B
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| 111 | float dv = DotProd(v, mNormal);
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[639] | 112 |
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| 113 | if (signum(dv) == 0)
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| 114 | {
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| 115 | if (coplanar)
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[1500] | 116 | {
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[639] | 117 | (*coplanar) = true;
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[1500] | 118 | }
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[639] | 119 |
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| 120 | if (t)
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[1500] | 121 | {
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[639] | 122 | (*t) = 0;
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[1500] | 123 | }
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[639] | 124 |
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| 125 | return a;
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| 126 | }
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| 127 |
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| 128 | if (coplanar)
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[1500] | 129 | {
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[639] | 130 | (*coplanar) = false;
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[1500] | 131 | }
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[639] | 132 |
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| 133 | float u = - Distance(a) / dv; // TODO: could be done more efficiently
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| 134 |
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| 135 | if (t)
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[1500] | 136 | {
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[639] | 137 | (*t) = u;
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[1500] | 138 | }
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| 139 |
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[639] | 140 | return a + u * v;
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| 141 | }
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| 142 |
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| 143 |
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| 144 | int Plane3::Side(const Vector3 &v, const float threshold) const
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| 145 | {
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| 146 | return signum(Distance(v), threshold);
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| 147 | }
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| 148 |
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| 149 |
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| 150 | float Plane3::FindT(const Vector3 &a, const Vector3 &b) const
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| 151 | {
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| 152 | const Vector3 v = b - a; // line from A to B
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| 153 | const float dv = DotProd(v, mNormal);
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| 154 |
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| 155 | // does not intersect or coincident
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| 156 | if (signum(dv) == 0)
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| 157 | return 0;
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| 158 |
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| 159 | return - Distance(a) / dv; // TODO: could be done more efficiently
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[860] | 160 | }
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| 161 |
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[1500] | 162 |
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| 163 | float Plane3::FindT(const SimpleRay &a) const
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| 164 | {
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| 165 | const Vector3 v = a.mDirection; // line from A to B
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| 166 | const float dv = DotProd(v, mNormal);
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| 167 |
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| 168 | // does not intersect or coincident
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| 169 | if (signum(dv) == 0)
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| 170 | return 0;
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| 171 |
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| 172 | return - Distance(a.mOrigin) / dv; // TODO: could be done more efficiently
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| 173 | }
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| 174 |
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[1883] | 175 | }
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