1 | #ifndef __TRIANGLE3_H
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2 | #define __TRIANGLE3_H
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3 |
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4 | #include "Vector3.h"
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5 |
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6 |
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7 | namespace GtpVisibilityPreprocessor {
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8 |
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9 | class AxisAlignedBox3;
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10 | class Ray;
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11 | struct SimpleRay;
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12 | class Plane3;
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13 |
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14 | struct Triangle3
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15 | {
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16 | Triangle3() {};
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17 | Triangle3(const Vector3 &a, const Vector3 &b, const Vector3 &c);
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18 |
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19 | void Init(const Vector3 &a, const Vector3 &b, const Vector3 &c);
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20 |
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21 | Vector3 GetNormal() const;
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22 |
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23 | Vector3 GetCenter() const;
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24 |
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25 | void ApplyTransformation(const Matrix4x4 &m) {
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26 | for (int i = 0; i < 3; i++)
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27 | mVertices[i] = m*mVertices[i];
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28 | }
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29 |
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30 | float GetSpatialAngle(const Vector3 &point) const;
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31 |
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32 | float GetArea() const;
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33 |
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34 | /// returns bounding box around this triangle
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35 | AxisAlignedBox3 GetBoundingBox() const;
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36 |
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37 | /// Casts ray into this triangle. Returns hit
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38 | int CastRay(const Ray &ray, float &t, const float nearestT, Vector3 &normal) const;
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39 |
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40 | int CastSimpleRay(const SimpleRay &ray, float &t, const float nearestT) const;
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41 |
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42 | friend std::ostream& operator<< (std::ostream &s, const Triangle3 &A);
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43 | friend std::istream& operator>> (std::istream &s, Triangle3 &A);
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44 |
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45 | /** Checks if this triangle is ill-defined.
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46 | */
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47 | bool CheckValidity() const;
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48 |
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49 | /** Intersects triangle with plane, returns intersection points
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50 | if intersection is happening.
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51 |
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52 | @returns true if triangle intersects plane
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53 | */
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54 | bool GetPlaneIntersection(const Plane3 &plane,
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55 | Vector3 &intersectA,
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56 | Vector3 &intersectB) const;
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57 |
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58 | ///////////////////
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59 |
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60 | /// the triangle vertices
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61 | Vector3 mVertices[3];
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62 | };
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63 |
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64 |
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65 | // Overload << operator for C++-style output
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66 | inline std::ostream&
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67 | operator<< (std::ostream &s, const Triangle3 &A)
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68 | {
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69 | return s << "(" << A.mVertices[0] << ", " << A.mVertices[1] << ", " << A.mVertices[2] << ")";
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70 | }
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71 |
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72 | // Overload >> operator for C++-style input
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73 | inline std::istream&
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74 | operator>> (std::istream &s, Triangle3 &A)
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75 | {
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76 | char a;
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77 | // read "(x, y, z)"
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78 | return s >> a >> A.mVertices[0] >> a >> A.mVertices[1] >> a >> A.mVertices[2] >> a;
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79 | }
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80 |
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81 |
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82 | }
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83 |
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84 | #endif
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85 |
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