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172 lines
5.7 KiB
172 lines
5.7 KiB
// David Eberly, Geometric Tools, Redmond WA 98052
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// Copyright (c) 1998-2021
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// Distributed under the Boost Software License, Version 1.0.
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// https://www.boost.org/LICENSE_1_0.txt
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// https://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
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// Version: 4.0.2019.08.13
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#pragma once
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#include <Mathematics/FIQuery.h>
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#include <Mathematics/TIQuery.h>
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#include <Mathematics/Line.h>
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#include <Mathematics/Triangle.h>
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#include <Mathematics/Vector3.h>
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namespace gte
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{
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template <typename Real>
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class TIQuery<Real, Line3<Real>, Triangle3<Real>>
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{
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public:
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struct Result
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{
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bool intersect;
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};
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Result operator()(Line3<Real> const& line, Triangle3<Real> const& triangle)
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{
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Result result;
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// Compute the offset origin, edges, and normal.
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Vector3<Real> diff = line.origin - triangle.v[0];
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Vector3<Real> edge1 = triangle.v[1] - triangle.v[0];
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Vector3<Real> edge2 = triangle.v[2] - triangle.v[0];
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Vector3<Real> normal = Cross(edge1, edge2);
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// Solve Q + t*D = b1*E1 + b2*E2 (Q = diff, D = line direction,
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// E1 = edge1, E2 = edge2, N = Cross(E1,E2)) by
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// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
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// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
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// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
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Real DdN = Dot(line.direction, normal);
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Real sign;
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if (DdN > (Real)0)
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{
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sign = (Real)1;
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}
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else if (DdN < (Real)0)
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{
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sign = (Real)-1;
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DdN = -DdN;
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}
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else
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{
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// Line and triangle are parallel, call it a "no intersection"
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// even if the line and triangle are coplanar and
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// intersecting.
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result.intersect = false;
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return result;
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}
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Real DdQxE2 = sign * DotCross(line.direction, diff, edge2);
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if (DdQxE2 >= (Real)0)
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{
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Real DdE1xQ = sign * DotCross(line.direction, edge1, diff);
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if (DdE1xQ >= (Real)0)
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{
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if (DdQxE2 + DdE1xQ <= DdN)
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{
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// Line intersects triangle.
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result.intersect = true;
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return result;
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}
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// else: b1+b2 > 1, no intersection
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}
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// else: b2 < 0, no intersection
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}
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// else: b1 < 0, no intersection
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result.intersect = false;
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return result;
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}
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};
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template <typename Real>
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class FIQuery<Real, Line3<Real>, Triangle3<Real>>
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{
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public:
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struct Result
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{
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Result()
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:
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intersect(false),
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parameter((Real)0),
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triangleBary{ (Real)0, (Real)0, (Real)0 },
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point{ (Real)0, (Real)0, (Real)0 }
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{
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}
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bool intersect;
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Real parameter;
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std::array<Real, 3> triangleBary;
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Vector3<Real> point;
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};
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Result operator()(Line3<Real> const& line, Triangle3<Real> const& triangle)
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{
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Result result;
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// Compute the offset origin, edges, and normal.
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Vector3<Real> diff = line.origin - triangle.v[0];
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Vector3<Real> edge1 = triangle.v[1] - triangle.v[0];
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Vector3<Real> edge2 = triangle.v[2] - triangle.v[0];
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Vector3<Real> normal = Cross(edge1, edge2);
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// Solve Q + t*D = b1*E1 + b2*E2 (Q = diff, D = line direction,
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// E1 = edge1, E2 = edge2, N = Cross(E1,E2)) by
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// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
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// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
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// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
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Real DdN = Dot(line.direction, normal);
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Real sign;
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if (DdN > (Real)0)
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{
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sign = (Real)1;
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}
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else if (DdN < (Real)0)
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{
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sign = (Real)-1;
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DdN = -DdN;
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}
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else
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{
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// Line and triangle are parallel, call it a "no intersection"
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// even if the line and triangle are coplanar and
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// intersecting.
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result.intersect = false;
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return result;
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}
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Real DdQxE2 = sign * DotCross(line.direction, diff, edge2);
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if (DdQxE2 >= (Real)0)
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{
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Real DdE1xQ = sign * DotCross(line.direction, edge1, diff);
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if (DdE1xQ >= (Real)0)
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{
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if (DdQxE2 + DdE1xQ <= DdN)
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{
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// Line intersects triangle.
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Real QdN = -sign * Dot(diff, normal);
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Real inv = (Real)1 / DdN;
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result.intersect = true;
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result.parameter = QdN * inv;
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result.triangleBary[1] = DdQxE2 * inv;
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result.triangleBary[2] = DdE1xQ * inv;
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result.triangleBary[0] =
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(Real)1 - result.triangleBary[1] - result.triangleBary[2];
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result.point = line.origin + result.parameter * line.direction;
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return result;
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}
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// else: b1+b2 > 1, no intersection
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}
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// else: b2 < 0, no intersection
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}
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// else: b1 < 0, no intersection
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result.intersect = false;
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return result;
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}
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};
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}
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