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 | #include "Containers.h"
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5 | #include "Polygon3.h"
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6 |
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7 |
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8 | namespace GtpVisibilityPreprocessor {
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9 |
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10 |
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11 | Triangle3::Triangle3(const Vector3 &a, const Vector3 &b, const Vector3 &c)
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12 | {
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13 | Init(a, b, c);
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14 | }
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15 |
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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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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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36 | {
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37 | #if 0
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38 | VertexContainer vertices;
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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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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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47 |
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48 | // cout << "polyversion code: " << dummy << " t: " << t << " nearestT: " << nearestT << endl;
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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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54 | // using ray-plane intersection
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55 |
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56 | // get triangle edge vectors and plane normal
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57 | const Vector3 u = mVertices[0] - mVertices[1];
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58 | const Vector3 v = mVertices[2] - mVertices[1];
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59 |
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60 | // cross product
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61 | normal = Normalize(CrossProd(v, u));
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62 |
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63 | // ray direction vector
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64 | const Vector3 dir = ray.GetDir();
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65 | const Vector3 w0 = ray.GetLoc() - mVertices[1];
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66 |
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67 | // params to calc ray-plane intersect
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68 | const float a = -DotProd(normal, w0);
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69 | const float b = DotProd(normal, dir);
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70 |
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71 | // check for division by zero
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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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75 | if (a == 0)
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76 | {
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77 | // ray lies in triangle plane
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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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82 | // ray disjoint from plane
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83 | return Ray::NO_INTERSECTION;
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84 | }
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85 | }
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86 |
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87 | // distance from origin of ray to plane
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88 | t = a / b;
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89 |
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90 | if (t <= Limits::Small) // ray goes away from triangle
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91 | {
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92 | return Ray::INTERSECTION_OUT_OF_LIMITS;
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93 | }
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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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99 |
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100 | /////////////////
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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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105 | #if GTP_DEBUG
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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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111 | #endif
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112 | const Vector3 w = pt - mVertices[1];
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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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121 |
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122 | const float D = uv * uv - uu * vv;
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123 |
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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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127 | if ((s < -Limits::Small) || (s > 1.0f + Limits::Small)) // pt is outside triangle
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128 | {
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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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134 | if ((s2 < -Limits::Small) || ((s + s2) > 1.0f + Limits::Small)) // pt is outside triangle
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135 | {
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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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159 | const Vector3 v2 = mVertices[2] - mVertices[1];
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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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173 | Vector3 v1 = mVertices[0] - mVertices[1], v2=mVertices[2] - mVertices[1];
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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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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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187 | }
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