You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
180 lines
6.2 KiB
180 lines
6.2 KiB
// 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/Ray.h>
|
|
#include <Mathematics/Triangle.h>
|
|
#include <Mathematics/Vector3.h>
|
|
|
|
namespace gte
|
|
{
|
|
template <typename Real>
|
|
class TIQuery<Real, Ray3<Real>, Triangle3<Real>>
|
|
{
|
|
public:
|
|
struct Result
|
|
{
|
|
bool intersect;
|
|
};
|
|
|
|
Result operator()(Ray3<Real> const& ray, Triangle3<Real> const& triangle)
|
|
{
|
|
Result result;
|
|
|
|
// Compute the offset origin, edges, and normal.
|
|
Vector3<Real> diff = ray.origin - triangle.v[0];
|
|
Vector3<Real> edge1 = triangle.v[1] - triangle.v[0];
|
|
Vector3<Real> edge2 = triangle.v[2] - triangle.v[0];
|
|
Vector3<Real> normal = Cross(edge1, edge2);
|
|
|
|
// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
|
|
// E1 = edge1, E2 = edge2, N = Cross(E1,E2)) by
|
|
// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
|
|
// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
|
|
// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
|
|
Real DdN = Dot(ray.direction, normal);
|
|
Real sign;
|
|
if (DdN > (Real)0)
|
|
{
|
|
sign = (Real)1;
|
|
}
|
|
else if (DdN < (Real)0)
|
|
{
|
|
sign = (Real)-1;
|
|
DdN = -DdN;
|
|
}
|
|
else
|
|
{
|
|
// Ray and triangle are parallel, call it a "no intersection"
|
|
// even if the ray does intersect.
|
|
result.intersect = false;
|
|
return result;
|
|
}
|
|
|
|
Real DdQxE2 = sign * DotCross(ray.direction, diff, edge2);
|
|
if (DdQxE2 >= (Real)0)
|
|
{
|
|
Real DdE1xQ = sign * DotCross(ray.direction, edge1, diff);
|
|
if (DdE1xQ >= (Real)0)
|
|
{
|
|
if (DdQxE2 + DdE1xQ <= DdN)
|
|
{
|
|
// Line intersects triangle, check whether ray does.
|
|
Real QdN = -sign * Dot(diff, normal);
|
|
if (QdN >= (Real)0)
|
|
{
|
|
// Ray intersects triangle.
|
|
result.intersect = true;
|
|
return result;
|
|
}
|
|
// else: t < 0, no intersection
|
|
}
|
|
// else: b1+b2 > 1, no intersection
|
|
}
|
|
// else: b2 < 0, no intersection
|
|
}
|
|
// else: b1 < 0, no intersection
|
|
|
|
result.intersect = false;
|
|
return result;
|
|
}
|
|
};
|
|
|
|
template <typename Real>
|
|
class FIQuery<Real, Ray3<Real>, Triangle3<Real>>
|
|
{
|
|
public:
|
|
struct Result
|
|
{
|
|
Result()
|
|
:
|
|
intersect(false),
|
|
parameter((Real)0),
|
|
triangleBary{ (Real)0, (Real)0, (Real)0 },
|
|
point{ (Real)0, (Real)0, (Real)0 }
|
|
{
|
|
}
|
|
|
|
bool intersect;
|
|
Real parameter;
|
|
std::array<Real, 3> triangleBary;
|
|
Vector3<Real> point;
|
|
};
|
|
|
|
Result operator()(Ray3<Real> const& ray, Triangle3<Real> const& triangle)
|
|
{
|
|
Result result;
|
|
|
|
// Compute the offset origin, edges, and normal.
|
|
Vector3<Real> diff = ray.origin - triangle.v[0];
|
|
Vector3<Real> edge1 = triangle.v[1] - triangle.v[0];
|
|
Vector3<Real> edge2 = triangle.v[2] - triangle.v[0];
|
|
Vector3<Real> normal = Cross(edge1, edge2);
|
|
|
|
// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
|
|
// E1 = edge1, E2 = edge2, N = Cross(E1,E2)) by
|
|
// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
|
|
// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
|
|
// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
|
|
Real DdN = Dot(ray.direction, normal);
|
|
Real sign;
|
|
if (DdN > (Real)0)
|
|
{
|
|
sign = (Real)1;
|
|
}
|
|
else if (DdN < (Real)0)
|
|
{
|
|
sign = (Real)-1;
|
|
DdN = -DdN;
|
|
}
|
|
else
|
|
{
|
|
// Ray and triangle are parallel, call it a "no intersection"
|
|
// even if the ray does intersect.
|
|
result.intersect = false;
|
|
return result;
|
|
}
|
|
|
|
Real DdQxE2 = sign * DotCross(ray.direction, diff, edge2);
|
|
if (DdQxE2 >= (Real)0)
|
|
{
|
|
Real DdE1xQ = sign * DotCross(ray.direction, edge1, diff);
|
|
if (DdE1xQ >= (Real)0)
|
|
{
|
|
if (DdQxE2 + DdE1xQ <= DdN)
|
|
{
|
|
// Line intersects triangle, check whether ray does.
|
|
Real QdN = -sign * Dot(diff, normal);
|
|
if (QdN >= (Real)0)
|
|
{
|
|
// Ray intersects triangle.
|
|
result.intersect = true;
|
|
Real inv = (Real)1 / DdN;
|
|
result.parameter = QdN * inv;
|
|
result.triangleBary[1] = DdQxE2 * inv;
|
|
result.triangleBary[2] = DdE1xQ * inv;
|
|
result.triangleBary[0] =
|
|
(Real)1 - result.triangleBary[1] - result.triangleBary[2];
|
|
result.point = ray.origin + result.parameter * ray.direction;
|
|
return result;
|
|
}
|
|
// else: t < 0, no intersection
|
|
}
|
|
// else: b1+b2 > 1, no intersection
|
|
}
|
|
// else: b2 < 0, no intersection
|
|
}
|
|
// else: b1 < 0, no intersection
|
|
|
|
result.intersect = false;
|
|
return result;
|
|
}
|
|
};
|
|
}
|
|
|