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// David Eberly, Geometric Tools, Redmond WA 98052
// Copyright (c) 1998-2021
// Distributed under the Boost Software License, Version 1.0.
// https://www.boost.org/LICENSE_1_0.txt
// https://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
// Version: 4.0.2019.08.13
#pragma once
#include <Mathematics/FIQuery.h>
#include <Mathematics/TIQuery.h>
#include <Mathematics/Vector3.h>
#include <Mathematics/Halfspace.h>
#include <Mathematics/Triangle.h>
// Queries for intersection of objects with halfspaces. These are useful for
// containment testing, object culling, and clipping.
namespace gte
{
template <typename Real>
class TIQuery<Real, Halfspace3<Real>, Triangle3<Real>>
{
public:
struct Result
{
bool intersect;
};
Result operator()(Halfspace3<Real> const& halfspace, Triangle3<Real> const& triangle)
{
Result result;
// Project the triangle vertices onto the normal line. The plane
// of the halfspace occurs at the origin (zero) of the normal
// line.
Real s[3];
for (int i = 0; i < 3; ++i)
{
s[i] = Dot(halfspace.normal, triangle.v[i]) - halfspace.constant;
}
// The triangle and halfspace intersect when the projection
// interval maximum is nonnegative.
result.intersect = (std::max(std::max(s[0], s[1]), s[2]) >= (Real)0);
return result;
}
};
template <typename Real>
class FIQuery<Real, Halfspace3<Real>, Triangle3<Real>>
{
public:
struct Result
{
bool intersect;
// The triangle is clipped against the plane defining the
// halfspace. The 'numPoints' is either 0 (no intersection),
// 1 (point), 2 (segment), 3 (triangle), or 4 (quadrilateral).
int numPoints;
Vector3<Real> point[4];
};
Result operator()(Halfspace3<Real> const& halfspace, Triangle3<Real> const& triangle)
{
Result result;
// Determine on which side of the plane the vertices lie. The
// table of possibilities is listed next with n = numNegative,
// p = numPositive, and z = numZero.
//
// n p z intersection
// ---------------------------------
// 0 3 0 triangle (original)
// 0 2 1 triangle (original)
// 0 1 2 triangle (original)
// 0 0 3 triangle (original)
// 1 2 0 quad (2 edges clipped)
// 1 1 1 triangle (1 edge clipped)
// 1 0 2 edge
// 2 1 0 triangle (2 edges clipped)
// 2 0 1 vertex
// 3 0 0 none
Real s[3];
int numPositive = 0, numNegative = 0, numZero = 0;
for (int i = 0; i < 3; ++i)
{
s[i] = Dot(halfspace.normal, triangle.v[i]) - halfspace.constant;
if (s[i] > (Real)0)
{
++numPositive;
}
else if (s[i] < (Real)0)
{
++numNegative;
}
else
{
++numZero;
}
}
if (numNegative == 0)
{
// The triangle is in the halfspace.
result.intersect = true;
result.numPoints = 3;
result.point[0] = triangle.v[0];
result.point[1] = triangle.v[1];
result.point[2] = triangle.v[2];
}
else if (numNegative == 1)
{
result.intersect = true;
if (numPositive == 2)
{
// The portion of the triangle in the halfspace is a
// quadrilateral.
result.numPoints = 4;
for (int i0 = 0; i0 < 3; ++i0)
{
if (s[i0] < (Real)0)
{
int i1 = (i0 + 1) % 3, i2 = (i0 + 2) % 3;
result.point[0] = triangle.v[i1];
result.point[1] = triangle.v[i2];
Real t2 = s[i2] / (s[i2] - s[i0]);
Real t0 = s[i0] / (s[i0] - s[i1]);
result.point[2] = triangle.v[i2] + t2 *
(triangle.v[i0] - triangle.v[i2]);
result.point[3] = triangle.v[i0] + t0 *
(triangle.v[i1] - triangle.v[i0]);
break;
}
}
}
else if (numPositive == 1)
{
// The portion of the triangle in the halfspace is a
// triangle with one vertex on the plane.
result.numPoints = 3;
for (int i0 = 0; i0 < 3; ++i0)
{
if (s[i0] == (Real)0)
{
int i1 = (i0 + 1) % 3, i2 = (i0 + 2) % 3;
result.point[0] = triangle.v[i0];
Real t1 = s[i1] / (s[i1] - s[i2]);
Vector3<Real> p = triangle.v[i1] + t1 *
(triangle.v[i2] - triangle.v[i1]);
if (s[i1] > (Real)0)
{
result.point[1] = triangle.v[i1];
result.point[2] = p;
}
else
{
result.point[1] = p;
result.point[2] = triangle.v[i2];
}
break;
}
}
}
else
{
// Only an edge of the triangle is in the halfspace.
result.numPoints = 0;
for (int i = 0; i < 3; ++i)
{
if (s[i] == (Real)0)
{
result.point[result.numPoints++] = triangle.v[i];
}
}
}
}
else if (numNegative == 2)
{
result.intersect = true;
if (numPositive == 1)
{
// The portion of the triangle in the halfspace is a
// triangle.
result.numPoints = 3;
for (int i0 = 0; i0 < 3; ++i0)
{
if (s[i0] > (Real)0)
{
int i1 = (i0 + 1) % 3, i2 = (i0 + 2) % 3;
result.point[0] = triangle.v[i0];
Real t0 = s[i0] / (s[i0] - s[i1]);
Real t2 = s[i2] / (s[i2] - s[i0]);
result.point[1] = triangle.v[i0] + t0 *
(triangle.v[i1] - triangle.v[i0]);
result.point[2] = triangle.v[i2] + t2 *
(triangle.v[i0] - triangle.v[i2]);
break;
}
}
}
else
{
// Only a vertex of the triangle is in the halfspace.
result.numPoints = 1;
for (int i = 0; i < 3; ++i)
{
if (s[i] == (Real)0)
{
result.point[0] = triangle.v[i];
break;
}
}
}
}
else // numNegative == 3
{
// The triangle is outside the halfspace. (numNegative == 3)
result.intersect = false;
result.numPoints = 0;
}
return result;
}
};
}