1 | #include "Triangle3.h"
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2 | #include "Ray.h"
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3 | #include "AxisAlignedBox3.h"
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4 |
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5 |
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6 | namespace GtpVisibilityPreprocessor {
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7 |
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8 |
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9 | Triangle3::Triangle3(const Vector3 &a, const Vector3 &b, const Vector3 &c)
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10 | {
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11 | Init(a, b, c);
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12 | }
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13 |
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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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139 | } |
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