[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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[1344] | 4 | #include "Containers.h"
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| 5 | #include "Polygon3.h"
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[191] | 6 |
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[1328] | 7 |
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[863] | 8 | namespace GtpVisibilityPreprocessor {
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[860] | 9 |
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[1328] | 10 |
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| 11 | Triangle3::Triangle3(const Vector3 &a, const Vector3 &b, const Vector3 &c)
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[191] | 12 | {
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[1328] | 13 | Init(a, b, c);
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[191] | 14 | }
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[860] | 15 |
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[1328] | 16 |
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| 17 | void Triangle3::Init(const Vector3 &a, const Vector3 &b, const Vector3 &c)
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| 18 | {
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| 19 | mVertices[0] = a;
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| 20 | mVertices[1] = b;
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| 21 | mVertices[2] = c;
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| 22 | }
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| 23 |
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| 24 |
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| 25 | float Triangle3::GetSpatialAngle(const Vector3 &point) const
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| 26 | {
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| 27 | return 0.0f;
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| 28 | }
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| 29 |
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| 30 |
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[1867] | 31 | int
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| 32 | Triangle3::CastRay(const Ray &ray,
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| 33 | float &t,
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| 34 | const float nearestT,
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| 35 | Vector3 &normal) const
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[1328] | 36 | {
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[1420] | 37 | #if 0
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| 38 | VertexContainer vertices;
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[1344] | 39 | vertices.push_back(mVertices[0]);
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| 40 | vertices.push_back(mVertices[1]);
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| 41 | vertices.push_back(mVertices[2]);
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| 42 |
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| 43 | Polygon3 poly(vertices);
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[1867] | 44 |
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| 45 | int dummy = poly.CastRay(ray, t, nearestT);
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| 46 | normal = poly.GetNormal();
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[1344] | 47 |
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[1867] | 48 | // cout << "polyversion code: " << dummy << " t: " << t << " nearestT: " << nearestT << endl;
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[1420] | 49 | return dummy;
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| 50 | #endif
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| 51 |
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| 52 | //////////////
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| 53 | // specialised triangle ray casting version
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[1586] | 54 | // using ray-plane intersection
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[1344] | 55 |
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[1328] | 56 | // get triangle edge vectors and plane normal
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[1344] | 57 | const Vector3 u = mVertices[0] - mVertices[1];
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| 58 | const Vector3 v = mVertices[2] - mVertices[1];
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[1328] | 59 |
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[1420] | 60 | // cross product
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| 61 | normal = Normalize(CrossProd(v, u));
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[1328] | 62 |
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[1420] | 63 | // ray direction vector
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| 64 | const Vector3 dir = ray.GetDir();
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[1344] | 65 | const Vector3 w0 = ray.GetLoc() - mVertices[1];
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[1328] | 66 |
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| 67 | // params to calc ray-plane intersect
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[1344] | 68 | const float a = -DotProd(normal, w0);
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| 69 | const float b = DotProd(normal, dir);
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[1328] | 70 |
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[1344] | 71 | // check for division by zero
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[1328] | 72 | if (fabs(b) < Limits::Small)
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| 73 | {
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| 74 | // ray is parallel to triangle plane
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[1420] | 75 | if (a == 0)
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[1328] | 76 | {
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[1420] | 77 | // ray lies in triangle plane
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[1328] | 78 | return Ray::INTERSECTION_OUT_OF_LIMITS;
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| 79 | }
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| 80 | else
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| 81 | {
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[1420] | 82 | // ray disjoint from plane
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| 83 | return Ray::NO_INTERSECTION;
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[1328] | 84 | }
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| 85 | }
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| 86 |
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[1344] | 87 | // distance from origin of ray to plane
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[1328] | 88 | t = a / b;
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| 89 |
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[1867] | 90 | if (t <= Limits::Small) // ray goes away from triangle
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[1328] | 91 | {
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[1867] | 92 | return Ray::INTERSECTION_OUT_OF_LIMITS;
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[1328] | 93 | }
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[1344] | 94 | // already found nearer intersection
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| 95 | else if ((ray.GetType() == Ray::LOCAL_RAY) && (t >= nearestT))
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| 96 | {
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| 97 | return Ray::NO_INTERSECTION;
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| 98 | }
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[1328] | 99 |
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[1420] | 100 | /////////////////
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[1344] | 101 | //-- found intersection point
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| 102 | //-- check if it is inside triangle
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| 103 |
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| 104 | const Vector3 pt = ray.GetLoc() + t * dir;
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[1715] | 105 | #if GTP_DEBUG
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[1420] | 106 | if (!pt.CheckValidity())
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| 107 | {
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| 108 | cout << "tr: " << *this << endl;
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| 109 | cout << "v: " << pt << " t: " << t << " a: " << a << " b: " << b << " n: " << normal << endl;
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| 110 | }
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[1421] | 111 | #endif
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[1344] | 112 | const Vector3 w = pt - mVertices[1];
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[1328] | 113 |
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| 114 | const float uu = DotProd(u, u);
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| 115 | const float uv = DotProd(u, v);
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| 116 | const float vv = DotProd(v, v);
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| 117 |
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| 118 | const float wu = DotProd(w, u);
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| 119 | const float wv = DotProd(w, v);
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| 120 |
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[1867] | 121 |
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| 122 | const float D = uv * uv - uu * vv;
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| 123 |
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[1328] | 124 | // get and test parametric coords
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| 125 | const float s = (uv * wv - vv * wu) / D;
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| 126 |
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[1867] | 127 | if ((s < -Limits::Small) || (s > 1.0f + Limits::Small)) // pt is outside triangle
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[1344] | 128 | {
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[1328] | 129 | return Ray::NO_INTERSECTION;
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| 130 | }
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| 131 |
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| 132 | const float s2 = (uv * wu - uu * wv) / D;
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| 133 |
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[1867] | 134 | if ((s2 < -Limits::Small) || ((s + s2) > 1.0f + Limits::Small)) // pt is outside triangle
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[1344] | 135 | {
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[1328] | 136 | return Ray::NO_INTERSECTION;
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| 137 | }
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| 138 |
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| 139 | return Ray::INTERSECTION; // I is in T
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| 140 | }
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| 141 |
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| 142 |
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| 143 | AxisAlignedBox3 Triangle3::GetBoundingBox() const
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| 144 | {
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| 145 | AxisAlignedBox3 box;
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| 146 | box.Initialize();
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| 147 |
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| 148 | box.Include(mVertices[0]);
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| 149 | box.Include(mVertices[1]);
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| 150 | box.Include(mVertices[2]);
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| 151 |
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| 152 | return box;
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| 153 | }
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| 154 |
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| 155 |
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| 156 | Vector3 Triangle3::GetNormal() const
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| 157 | {
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| 158 | const Vector3 v1 = mVertices[0] - mVertices[1];
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[1344] | 159 | const Vector3 v2 = mVertices[2] - mVertices[1];
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[1328] | 160 |
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| 161 | return Normalize(CrossProd(v2, v1));
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| 162 | }
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| 163 |
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| 164 |
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| 165 | Vector3 Triangle3::GetCenter() const
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| 166 | {
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| 167 | return (mVertices[0] + mVertices[1] + mVertices[2]) / 3.0f;
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| 168 | }
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| 169 |
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| 170 |
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| 171 | float Triangle3::GetArea() const
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| 172 | {
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[1344] | 173 | Vector3 v1 = mVertices[0] - mVertices[1], v2=mVertices[2] - mVertices[1];
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[1328] | 174 | return 0.5f * Magnitude(CrossProd(v2, v1));
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| 175 | }
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| 176 |
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| 177 |
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[1420] | 178 | bool Triangle3::CheckValidity() const
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| 179 | {
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| 180 | return !(
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| 181 | EpsilonEqualV3(mVertices[0], mVertices[1]) ||
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| 182 | EpsilonEqualV3(mVertices[0], mVertices[2]) ||
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| 183 | EpsilonEqualV3(mVertices[1], mVertices[2])
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| 184 | );
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| 185 | }
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| 186 |
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[1932] | 187 |
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[1933] | 188 | bool Triangle3::GetPlaneIntersection(const Plane3 &plane,
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| 189 | Vector3 &intersectA,
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| 190 | Vector3 &intersectB) const
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[1932] | 191 | {
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| 192 | int side[3];
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| 193 |
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| 194 | // compute distance from plane
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| 195 | for (int i = 0; i < 3; ++ i)
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| 196 | {
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| 197 | side[i] = plane.Side(mVertices[i], Limits::Small);
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| 198 | }
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| 199 |
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| 200 | /////
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| 201 | // no intersection => early exit
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| 202 | if (((side[0] > 0) && (side[1] > 0) && (side[2] > 0)) ||
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| 203 | ((side[0] < 0) && (side[1] < 0) && (side[2] < 0)))
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| 204 | {
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| 205 | return false;
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| 206 | }
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| 207 |
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| 208 | /////////////
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| 209 | // at least 2 triangle vertices lie in plane => early exit
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| 210 |
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| 211 | for (int i = 0; i < 3; ++ i)
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| 212 | {
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| 213 | if (!side[i] && !side[(i + 1) % 3])
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| 214 | {
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| 215 | intersectA = mVertices[i];
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| 216 | intersectB = mVertices[(i + 1) % 3];
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[1933] | 217 |
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[1932] | 218 | return true;
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| 219 | }
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| 220 | }
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| 221 |
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| 222 | bool foundA = false;
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| 223 |
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| 224 | // compute intersection points
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| 225 | for (int i = 0; i < 3; ++ i)
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| 226 | {
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| 227 | const int i_2 = (i + 1) % 3;
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| 228 |
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| 229 | // intersection found
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[1933] | 230 | if ((side[i] >= 0) && (side[i_2] <= 0) ||
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| 231 | (side[i] <= 0) && (side[i_2] >= 0))
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[1932] | 232 | {
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| 233 | const float t = plane.FindT(mVertices[i], mVertices[i_2]);
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| 234 |
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| 235 | if (!foundA)
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| 236 | {
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| 237 | intersectA = mVertices[i] + t * (mVertices[i_2] - mVertices[i]);
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[1933] | 238 |
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[1932] | 239 | foundA = true;
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| 240 | }
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| 241 | else
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| 242 | {
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| 243 | intersectB = mVertices[i] + t * (mVertices[i_2] - mVertices[i]);
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[1933] | 244 |
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[1932] | 245 | return true;
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| 246 | }
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| 247 | }
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| 248 | }
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| 249 |
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| 250 | cout << "warning! wrong triangle - plane intersection" << endl;
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| 251 | return false; // something went wrong!
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[1715] | 252 | }
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[1932] | 253 |
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| 254 |
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| 255 | }
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