[191] | 1 | #include "Triangle3.h"
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[1328] | 2 | #include "Ray.h"
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| 3 | #include "AxisAlignedBox3.h"
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[191] | 4 |
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[1328] | 5 |
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[863] | 6 | namespace GtpVisibilityPreprocessor {
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[860] | 7 |
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[1328] | 8 |
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| 9 | Triangle3::Triangle3(const Vector3 &a, const Vector3 &b, const Vector3 &c)
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[191] | 10 | {
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[1328] | 11 | Init(a, b, c);
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[191] | 12 | }
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[860] | 13 |
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[1328] | 14 |
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| 15 | void Triangle3::Init(const Vector3 &a, const Vector3 &b, const Vector3 &c)
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| 16 | {
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| 17 | mVertices[0] = a;
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| 18 | mVertices[1] = b;
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| 19 | mVertices[2] = c;
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| 20 |
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| 21 | }
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| 22 |
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| 23 |
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| 24 | float Triangle3::GetSpatialAngle(const Vector3 &point) const
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| 25 | {
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| 26 | return 0.0f;
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| 27 | }
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| 28 |
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| 29 |
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| 30 | int Triangle3::CastRay(const Ray &ray, float &t, const float nearestT) const
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| 31 | {
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| 32 | // get triangle edge vectors and plane normal
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| 33 | const Vector3 u = mVertices[1] - mVertices[0];
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| 34 | const Vector3 v = mVertices[2] - mVertices[0];
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| 35 |
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| 36 | const Vector3 n = u * v; // cross product
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| 37 |
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| 38 | const Vector3 dir = ray.GetDir(); // ray direction vector
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| 39 | const Vector3 w0 = ray.GetLoc() - mVertices[0];
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| 40 |
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| 41 | // params to calc ray-plane intersect
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| 42 | const float a = - DotProd(n, w0);
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| 43 | const float b = DotProd(n, dir);
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| 44 |
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| 45 | if (fabs(b) < Limits::Small)
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| 46 | {
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| 47 | // ray is parallel to triangle plane
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| 48 | if (a == 0) // ray lies in triangle plane
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| 49 | {
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| 50 | return Ray::INTERSECTION_OUT_OF_LIMITS;
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| 51 | }
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| 52 | else
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| 53 | {
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| 54 | return Ray::NO_INTERSECTION; // ray disjoint from plane
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| 55 | }
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| 56 | }
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| 57 |
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| 58 | // get intersect point of ray with triangle plane
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| 59 | t = a / b;
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| 60 |
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| 61 | if (t < 0.0) // ray goes away from triangle
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| 62 | {
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| 63 | return Ray::NO_INTERSECTION; // => no intersect
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| 64 | }
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| 65 |
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| 66 | // for a segment, also test if (r > 1.0) => no intersect
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| 67 |
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| 68 | // intersect point of ray and plane
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| 69 | const Vector3 pt = ray.GetLoc() + t * dir;
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| 70 |
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| 71 |
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| 72 | ///////////////////////////////////////////////
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| 73 | //-- is point inside triangle?
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| 74 |
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| 75 | const Vector3 w = pt - mVertices[0];
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| 76 |
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| 77 | const float uu = DotProd(u, u);
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| 78 | const float uv = DotProd(u, v);
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| 79 | const float vv = DotProd(v, v);
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| 80 |
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| 81 | const float wu = DotProd(w, u);
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| 82 | const float wv = DotProd(w, v);
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| 83 | const float D = uv * uv - uu * vv;
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| 84 |
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| 85 | // get and test parametric coords
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| 86 | const float s = (uv * wv - vv * wu) / D;
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| 87 |
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| 88 | if (s < 0.0 || s > 1.0) // pt is outside triangle
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| 89 | {
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| 90 | return Ray::NO_INTERSECTION;
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| 91 | }
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| 92 |
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| 93 | const float s2 = (uv * wu - uu * wv) / D;
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| 94 |
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| 95 | if (s2 < 0.0 || (s + s2) > 1.0) // pt is outside triangle
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| 96 | {
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| 97 | return Ray::NO_INTERSECTION;
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| 98 | }
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| 99 |
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| 100 | return Ray::INTERSECTION; // I is in T
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| 101 | }
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| 102 |
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| 103 |
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| 104 | AxisAlignedBox3 Triangle3::GetBoundingBox() const
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| 105 | {
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| 106 | AxisAlignedBox3 box;
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| 107 | box.Initialize();
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| 108 |
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| 109 | box.Include(mVertices[0]);
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| 110 | box.Include(mVertices[1]);
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| 111 | box.Include(mVertices[2]);
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| 112 |
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| 113 | return box;
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| 114 | }
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| 115 |
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| 116 |
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| 117 | Vector3 Triangle3::GetNormal() const
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| 118 | {
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| 119 | const Vector3 v1 = mVertices[0] - mVertices[1];
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| 120 | const Vector3 v2 = mVertices[2]-mVertices[1];
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| 121 |
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| 122 | return Normalize(CrossProd(v2, v1));
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| 123 | }
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| 124 |
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| 125 |
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| 126 | Vector3 Triangle3::GetCenter() const
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| 127 | {
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| 128 | return (mVertices[0] + mVertices[1] + mVertices[2]) / 3.0f;
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| 129 | }
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| 130 |
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| 131 |
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| 132 | float Triangle3::GetArea() const
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| 133 | {
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| 134 | Vector3 v1=mVertices[0]-mVertices[1], v2=mVertices[2]-mVertices[1];
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| 135 | return 0.5f * Magnitude(CrossProd(v2, v1));
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| 136 | }
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| 137 |
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| 138 |
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[860] | 139 | } |
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