1 | #include "Plane3.h"
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2 | #include "Matrix4x4.h"
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3 |
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4 |
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5 | namespace GtpVisibilityPreprocessor {
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6 |
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7 |
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8 | bool
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9 | PlaneIntersection(const Plane3 &a, const Plane3 &b, const Plane3 &c, Vector3 &result)
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10 | {
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11 | Vector3
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12 | sx(a.mNormal.x, b.mNormal.x, c.mNormal.x),
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13 | sy(a.mNormal.y, b.mNormal.y, c.mNormal.y),
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14 | sz(a.mNormal.z, b.mNormal.z, c.mNormal.z),
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15 | sd(a.mD, b.mD, c.mD);
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16 |
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17 | Matrix4x4 md(a.mNormal, b.mNormal, c.mNormal), mx, my, mz;
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18 |
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19 | mx.SetColumns(sd, sy, sz);
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20 | my.SetColumns(sx, sd, sz);
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21 | mz.SetColumns(sx, sy, sd);
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22 |
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23 | double det = md.Det3x3();
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24 |
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25 | if (abs(det)<TRASH)
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26 | return false;
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27 |
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28 | result.SetValue(mx.Det3x3()/det,
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29 | my.Det3x3()/det,
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30 | mz.Det3x3()/det);
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31 |
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32 | return true;
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33 | }
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34 |
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35 |
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36 | Vector3 Plane3::FindIntersection(const Vector3 &a,
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37 | const Vector3 &b,
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38 | float *t,
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39 | bool *coplanar) const
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40 | {
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41 | const Vector3 v = b - a; // line from A to B
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42 | float dv = DotProd(v, mNormal);
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43 |
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44 | if (signum(dv) == 0)
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45 | {
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46 | if (coplanar)
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47 | (*coplanar) = true;
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48 |
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49 | if (t)
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50 | (*t) = 0;
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51 |
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52 | return a;
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53 | }
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54 |
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55 | if (coplanar)
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56 | (*coplanar) = false;
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57 |
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58 | float u = - Distance(a) / dv; // TODO: could be done more efficiently
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59 |
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60 | if (t)
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61 | (*t) = u;
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62 |
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63 | return a + u * v;
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64 | }
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65 |
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66 |
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67 | int Plane3::Side(const Vector3 &v, const float threshold) const
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68 | {
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69 | return signum(Distance(v), threshold);
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70 | }
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71 |
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72 |
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73 | float Plane3::FindT(const Vector3 &a, const Vector3 &b) const
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74 | {
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75 | const Vector3 v = b - a; // line from A to B
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76 | const float dv = DotProd(v, mNormal);
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77 |
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78 | // does not intersect or coincident
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79 |
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80 | if (signum(dv) == 0)
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81 | return 0;
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82 |
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83 | return - Distance(a) / dv; // TODO: could be done more efficiently
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84 | }
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85 |
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86 | } |
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