1 | #include "Triangle3.h"
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2 | #include "Ray.h"
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3 | #include "SimpleRay.h"
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4 | #include "AxisAlignedBox3.h"
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5 | #include "Containers.h"
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6 | #include "Polygon3.h"
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7 |
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8 |
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9 | using namespace std;
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10 |
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11 | namespace GtpVisibilityPreprocessor {
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12 |
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13 |
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14 | Triangle3::Triangle3(const Vector3 &a, const Vector3 &b, const Vector3 &c)
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15 | {
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16 | Init(a, b, c);
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17 | }
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18 |
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19 |
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20 | void Triangle3::Init(const Vector3 &a, const Vector3 &b, const Vector3 &c)
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21 | {
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22 | mVertices[0] = a;
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23 | mVertices[1] = b;
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24 | mVertices[2] = c;
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25 | }
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26 |
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27 |
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28 | float Triangle3::GetSpatialAngle(const Vector3 &point) const
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29 | {
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30 | return 0.0f;
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31 | }
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32 |
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33 |
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34 | int
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35 | Triangle3::CastRay(const Ray &ray,
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36 | float &t,
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37 | const float nearestT,
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38 | Vector3 &normal) const
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39 | {
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40 | //////////////
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41 | // specialised triangle ray casting version
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42 | // using ray-plane intersection
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43 |
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44 | // get triangle edge vectors and plane normal
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45 | const Vector3 u = mVertices[0] - mVertices[1];
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46 | const Vector3 v = mVertices[2] - mVertices[1];
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47 |
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48 | // cross product
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49 | normal = Normalize(CrossProd(v, u));
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50 |
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51 | // ray direction vector
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52 | const Vector3 dir = ray.GetDir();
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53 | const Vector3 w0 = ray.GetLoc() - mVertices[1];
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54 |
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55 | // params to calc ray-plane intersect
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56 | const float a = -DotProd(normal, w0);
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57 | const float b = DotProd(normal, dir);
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58 |
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59 | // check for division by zero
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60 | if (fabs(b) < Limits::Small)
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61 | {
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62 | // ray is parallel to triangle plane
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63 | if (a == 0)
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64 | {
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65 | // ray lies in triangle plane
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66 | return Ray::INTERSECTION_OUT_OF_LIMITS;
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67 | }
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68 | else
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69 | {
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70 | // ray disjoint from plane
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71 | return Ray::NO_INTERSECTION;
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72 | }
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73 | }
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74 |
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75 | // distance from origin of ray to plane
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76 | t = a / b;
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77 |
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78 | if (t <= Limits::Small) // ray goes away from triangle
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79 | {
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80 | return Ray::INTERSECTION_OUT_OF_LIMITS;
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81 | }
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82 | // already found nearer intersection
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83 | else if ((ray.GetType() == Ray::LOCAL_RAY) && (t >= nearestT))
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84 | {
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85 | return Ray::NO_INTERSECTION;
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86 | }
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87 |
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88 | /////////////////
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89 | //-- found intersection point
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90 | //-- check if it is inside triangle
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91 |
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92 | const Vector3 pt = ray.GetLoc() + t * dir;
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93 | #if GTP_DEBUG
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94 | if (!pt.CheckValidity())
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95 | {
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96 | cout << "tr: " << *this << endl;
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97 | cout << "v: " << pt << " t: " << t << " a: " << a << " b: " << b << " n: " << normal << endl;
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98 | }
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99 | #endif
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100 | const Vector3 w = pt - mVertices[1];
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101 |
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102 | const float uu = DotProd(u, u);
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103 | const float uv = DotProd(u, v);
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104 | const float vv = DotProd(v, v);
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105 |
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106 | const float wu = DotProd(w, u);
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107 | const float wv = DotProd(w, v);
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108 |
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109 |
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110 | const float D = uv * uv - uu * vv;
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111 |
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112 | // get and test parametric coords
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113 | const float s = (uv * wv - vv * wu) / D;
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114 |
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115 | if ((s < -Limits::Small) || (s > 1.0f + Limits::Small)) // pt is outside triangle
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116 | {
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117 | return Ray::NO_INTERSECTION;
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118 | }
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119 |
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120 | const float s2 = (uv * wu - uu * wv) / D;
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121 |
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122 | if ((s2 < -Limits::Small) || ((s + s2) > 1.0f + Limits::Small)) // pt is outside triangle
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123 | {
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124 | return Ray::NO_INTERSECTION;
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125 | }
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126 |
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127 | return Ray::INTERSECTION; // I is in T
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128 | }
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129 |
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130 |
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131 | int
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132 | Triangle3::CastSimpleRay(const SimpleRay &ray,
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133 | float &t,
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134 | const float nearestT) const
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135 | {
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136 | //////////////
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137 | // specialised triangle ray casting version
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138 | // using ray-plane intersection
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139 |
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140 | // get triangle edge vectors and plane normal
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141 | const Vector3 u = mVertices[0] - mVertices[1];
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142 | const Vector3 v = mVertices[2] - mVertices[1];
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143 |
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144 | // cross product
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145 | const Vector3 normal = Normalize(CrossProd(v, u));
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146 |
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147 | // ray direction vector
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148 | const Vector3 dir = ray.mDirection;
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149 | const Vector3 w0 = ray.mOrigin - mVertices[1];
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150 |
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151 | // params to calc ray-plane intersect
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152 | const float a = -DotProd(normal, w0);
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153 | const float b = DotProd(normal, dir);
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154 |
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155 | // check for division by zero
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156 | if (fabs(b) < Limits::Small)
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157 | {
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158 | // ray is parallel to triangle plane
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159 | if (a == 0)
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160 | {
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161 | // ray lies in triangle plane
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162 | return Ray::INTERSECTION_OUT_OF_LIMITS;
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163 | }
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164 | else {
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165 | // ray disjoint from plane
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166 | return Ray::NO_INTERSECTION;
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167 | }
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168 | }
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169 |
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170 | // distance from origin of ray to plane
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171 | t = a / b;
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172 |
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173 | if (t <= Limits::Small) // ray goes away from triangle
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174 | {
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175 | return Ray::INTERSECTION_OUT_OF_LIMITS;
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176 | }
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177 |
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178 | // already found nearer intersection
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179 | if (t > nearestT + 1e-5)
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180 | {
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181 | return Ray::NO_INTERSECTION;
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182 | }
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183 |
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184 | /////////////////
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185 | //-- found intersection point
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186 | //-- check if it is inside triangle
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187 |
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188 | const Vector3 pt = ray.mOrigin + t * dir;
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189 | #if GTP_DEBUG
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190 | if (!pt.CheckValidity())
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191 | {
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192 | cout << "tr: " << *this << endl;
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193 | cout << "v: " << pt << " t: " << t << " a: " << a << " b: " << b << " n: " << normal << endl;
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194 | }
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195 | #endif
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196 | const Vector3 w = pt - mVertices[1];
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197 |
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198 | const float uu = DotProd(u, u);
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199 | const float uv = DotProd(u, v);
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200 | const float vv = DotProd(v, v);
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201 |
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202 | const float wu = DotProd(w, u);
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203 | const float wv = DotProd(w, v);
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204 |
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205 |
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206 | const float D = uv * uv - uu * vv;
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207 |
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208 | // get and test parametric coords
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209 | const float s = (uv * wv - vv * wu) / D;
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210 |
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211 | if ((s < -Limits::Small) ||
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212 | (s > 1.0f + Limits::Small)) // pt is outside triangle
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213 | {
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214 | return Ray::NO_INTERSECTION;
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215 | }
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216 |
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217 | const float s2 = (uv * wu - uu * wv) / D;
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218 |
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219 | if ((s2 < -Limits::Small) ||
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220 | ((s + s2) > 1.0f + Limits::Small)) // pt is outside triangle
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221 | {
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222 | return Ray::NO_INTERSECTION;
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223 | }
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224 |
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225 | return Ray::INTERSECTION; // I is in T
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226 | }
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227 |
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228 |
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229 | AxisAlignedBox3 Triangle3::GetBoundingBox() const
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230 | {
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231 | AxisAlignedBox3 box;
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232 | box.Initialize();
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233 |
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234 | box.Include(mVertices[0]);
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235 | box.Include(mVertices[1]);
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236 | box.Include(mVertices[2]);
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237 |
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238 | box.EnlargeToMinSize();
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239 |
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240 | return box;
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241 | }
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242 |
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243 |
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244 | Vector3 Triangle3::GetNormal() const
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245 | {
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246 | const Vector3 v1 = mVertices[0] - mVertices[1];
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247 | const Vector3 v2 = mVertices[2] - mVertices[1];
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248 |
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249 | return Normalize(CrossProd(v2, v1));
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250 | }
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251 |
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252 |
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253 | Vector3 Triangle3::GetCenter() const
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254 | {
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255 | return (mVertices[0] + mVertices[1] + mVertices[2]) / 3.0f;
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256 | }
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257 |
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258 |
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259 | float Triangle3::GetArea() const
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260 | {
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261 | Vector3 v1 = mVertices[0] - mVertices[1], v2=mVertices[2] - mVertices[1];
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262 | return 0.5f * Magnitude(CrossProd(v2, v1));
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263 | }
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264 |
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265 |
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266 | bool Triangle3::CheckValidity() const
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267 | {
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268 | return !(
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269 | EpsilonEqualV3(mVertices[0], mVertices[1]) ||
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270 | EpsilonEqualV3(mVertices[0], mVertices[2]) ||
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271 | EpsilonEqualV3(mVertices[1], mVertices[2])
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272 | );
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273 | }
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274 |
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275 |
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276 | bool Triangle3::GetPlaneIntersection(const Plane3 &plane,
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277 | Vector3 &intersectA,
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278 | Vector3 &intersectB) const
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279 | {
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280 | int side[3];
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281 |
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282 | // compute distance from plane
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283 | for (int i = 0; i < 3; ++ i)
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284 | {
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285 | side[i] = plane.Side(mVertices[i], Limits::Small);
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286 | }
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287 |
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288 | /////
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289 | // no intersection => early exit
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290 | if (((side[0] > 0) && (side[1] > 0) && (side[2] > 0)) ||
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291 | ((side[0] < 0) && (side[1] < 0) && (side[2] < 0)))
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292 | {
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293 | return false;
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294 | }
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295 |
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296 | /////////////
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297 | // at least 2 triangle vertices lie in plane => early exit
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298 |
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299 | for (int i = 0; i < 3; ++ i)
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300 | {
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301 | if (!side[i] && !side[(i + 1) % 3])
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302 | {
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303 | intersectA = mVertices[i];
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304 | intersectB = mVertices[(i + 1) % 3];
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305 |
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306 | return true;
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307 | }
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308 | }
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309 |
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310 | bool foundA = false;
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311 |
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312 | // compute intersection points
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313 | for (int i = 0; i < 3; ++ i)
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314 | {
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315 | const int i_2 = (i + 1) % 3;
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316 |
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317 | // intersection found
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318 | if ((side[i] >= 0) && (side[i_2] <= 0) ||
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319 | (side[i] <= 0) && (side[i_2] >= 0))
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320 | {
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321 | const float t = plane.FindT(mVertices[i], mVertices[i_2]);
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322 |
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323 | if (!foundA)
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324 | {
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325 | intersectA = mVertices[i] + t * (mVertices[i_2] - mVertices[i]);
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326 |
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327 | foundA = true;
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328 | }
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329 | else
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330 | {
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331 | intersectB = mVertices[i] + t * (mVertices[i_2] - mVertices[i]);
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332 |
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333 | return true;
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334 | }
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335 | }
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336 | }
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337 |
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338 | cout << "warning! wrong triangle - plane intersection" << endl;
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339 | return false; // something went wrong!
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340 | }
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341 |
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342 |
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343 | }
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