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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/Line.h>
#include <Mathematics/Triangle.h>
#include <Mathematics/Vector3.h>
namespace gte
{
template <typename Real>
class TIQuery<Real, Line3<Real>, Triangle3<Real>>
{
public:
struct Result
{
bool intersect;
};
Result operator()(Line3<Real> const& line, Triangle3<Real> const& triangle)
{
Result result;
// Compute the offset origin, edges, and normal.
Vector3<Real> diff = line.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 = diff, D = line 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(line.direction, normal);
Real sign;
if (DdN > (Real)0)
{
sign = (Real)1;
}
else if (DdN < (Real)0)
{
sign = (Real)-1;
DdN = -DdN;
}
else
{
// Line and triangle are parallel, call it a "no intersection"
// even if the line and triangle are coplanar and
// intersecting.
result.intersect = false;
return result;
}
Real DdQxE2 = sign * DotCross(line.direction, diff, edge2);
if (DdQxE2 >= (Real)0)
{
Real DdE1xQ = sign * DotCross(line.direction, edge1, diff);
if (DdE1xQ >= (Real)0)
{
if (DdQxE2 + DdE1xQ <= DdN)
{
// Line intersects triangle.
result.intersect = true;
return result;
}
// 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, Line3<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()(Line3<Real> const& line, Triangle3<Real> const& triangle)
{
Result result;
// Compute the offset origin, edges, and normal.
Vector3<Real> diff = line.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 = diff, D = line 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(line.direction, normal);
Real sign;
if (DdN > (Real)0)
{
sign = (Real)1;
}
else if (DdN < (Real)0)
{
sign = (Real)-1;
DdN = -DdN;
}
else
{
// Line and triangle are parallel, call it a "no intersection"
// even if the line and triangle are coplanar and
// intersecting.
result.intersect = false;
return result;
}
Real DdQxE2 = sign * DotCross(line.direction, diff, edge2);
if (DdQxE2 >= (Real)0)
{
Real DdE1xQ = sign * DotCross(line.direction, edge1, diff);
if (DdE1xQ >= (Real)0)
{
if (DdQxE2 + DdE1xQ <= DdN)
{
// Line intersects triangle.
Real QdN = -sign * Dot(diff, normal);
Real inv = (Real)1 / DdN;
result.intersect = true;
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 = line.origin + result.parameter * line.direction;
return result;
}
// else: b1+b2 > 1, no intersection
}
// else: b2 < 0, no intersection
}
// else: b1 < 0, no intersection
result.intersect = false;
return result;
}
};
}