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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/Segment.h>
#include <Mathematics/Triangle.h>
#include <Mathematics/Vector3.h>
namespace gte
{
template <typename Real>
class TIQuery<Real, Segment3<Real>, Triangle3<Real>>
{
public:
struct Result
{
bool intersect;
};
Result operator()(Segment3<Real> const& segment, Triangle3<Real> const& triangle)
{
Result result;
Vector3<Real> segOrigin, segDirection;
Real segExtent;
segment.GetCenteredForm(segOrigin, segDirection, segExtent);
// Compute the offset origin, edges, and normal.
Vector3<Real> diff = segOrigin - 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 = diff, D = segment 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(segDirection, normal);
Real sign;
if (DdN > (Real)0)
{
sign = (Real)1;
}
else if (DdN < (Real)0)
{
sign = (Real)-1;
DdN = -DdN;
}
else
{
// Segment and triangle are parallel, call it a "no
// intersection" even if the segment does intersect.
result.intersect = false;
return result;
}
Real DdQxE2 = sign * DotCross(segDirection, diff, edge2);
if (DdQxE2 >= (Real)0)
{
Real DdE1xQ = sign * DotCross(segDirection, edge1, diff);
if (DdE1xQ >= (Real)0)
{
if (DdQxE2 + DdE1xQ <= DdN)
{
// Line intersects triangle, check whether segment
// does.
Real QdN = -sign * Dot(diff, normal);
Real extDdN = segExtent * DdN;
if (-extDdN <= QdN && QdN <= extDdN)
{
// Segment intersects triangle.
result.intersect = true;
return result;
}
// else: |t| > extent, 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, Segment3<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()(Segment3<Real> const& segment, Triangle3<Real> const& triangle)
{
Result result;
Vector3<Real> segOrigin, segDirection;
Real segExtent;
segment.GetCenteredForm(segOrigin, segDirection, segExtent);
// Compute the offset origin, edges, and normal.
Vector3<Real> diff = segOrigin - 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 = diff, D = segment 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(segDirection, normal);
Real sign;
if (DdN > (Real)0)
{
sign = (Real)1;
}
else if (DdN < (Real)0)
{
sign = (Real)-1;
DdN = -DdN;
}
else
{
// Segment and triangle are parallel, call it a "no
// intersection" even if the segment does intersect.
result.intersect = false;
return result;
}
Real DdQxE2 = sign * DotCross(segDirection, diff, edge2);
if (DdQxE2 >= (Real)0)
{
Real DdE1xQ = sign * DotCross(segDirection, edge1, diff);
if (DdE1xQ >= (Real)0)
{
if (DdQxE2 + DdE1xQ <= DdN)
{
// Line intersects triangle, check whether segment
// does.
Real QdN = -sign * Dot(diff, normal);
Real extDdN = segExtent * DdN;
if (-extDdN <= QdN && QdN <= extDdN)
{
// Segment 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 = segOrigin + result.parameter * segDirection;
return result;
}
// else: |t| > extent, no intersection
}
// else: b1+b2 > 1, no intersection
}
// else: b2 < 0, no intersection
}
// else: b1 < 0, no intersection
result.intersect = false;
return result;
}
};
}