1 | #include "Plane3.h"
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2 | #include "Matrix4x4.h"
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3 | #include "Ray.h"
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4 | #include "SimpleRay.h"
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5 |
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6 |
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7 | namespace GtpVisibilityPreprocessor {
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8 |
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9 |
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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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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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42 | const float det = md.Det3x3();
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43 |
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44 | if (fabs(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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48 | my.Det3x3()/det,
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49 | mz.Det3x3()/det);
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50 |
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51 | return true;
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52 | }
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53 |
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54 |
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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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100 | return SimpleRay(point, dir, 0, 1.0f);
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101 | }
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102 |
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103 |
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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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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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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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116 | {
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117 | (*coplanar) = true;
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118 | }
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119 |
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120 | if (t)
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121 | {
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122 | (*t) = 0;
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123 | }
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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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129 | {
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130 | (*coplanar) = false;
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131 | }
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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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136 | {
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137 | (*t) = u;
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138 | }
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139 |
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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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160 | }
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161 |
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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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175 | }
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