Added intersection for ray-triangle (with Ray3 type).
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@ -24,6 +24,9 @@
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History
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$Log: not supported by cvs2svn $
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$Log: not supported by cvs2svn $
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Revision 1.15 2005/06/29 15:28:31 callieri
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changed intersection names to more specific to avoid ambiguity
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Revision 1.14 2005/03/15 11:22:39 ganovelli
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Revision 1.14 2005/03/15 11:22:39 ganovelli
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added intersection between tow planes (porting from old vcg lib)
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added intersection between tow planes (porting from old vcg lib)
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@ -79,6 +82,7 @@ Initial Commit
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#include <vcg/space/point3.h>
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#include <vcg/space/point3.h>
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#include <vcg/space/line3.h>
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#include <vcg/space/line3.h>
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#include <vcg/space/ray3.h>
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#include <vcg/space/plane3.h>
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#include <vcg/space/plane3.h>
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#include <vcg/space/segment3.h>
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#include <vcg/space/segment3.h>
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#include <vcg/space/sphere3.h>
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#include <vcg/space/sphere3.h>
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@ -252,7 +256,7 @@ bool Intersection( const Line3<T> & ray, const Point3<T> & vert0,
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// calculate t, scale parameters, ray intersects triangle
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// calculate t, scale parameters, ray intersects triangle
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dist = edge2 * qvec;
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dist = edge2 * qvec;
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if (dist<0) return false;
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if (dist<0) return false;
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T inv_det = 1.0 / det;
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T inv_det = T(1.0) / det;
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dist *= inv_det;
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dist *= inv_det;
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a *= inv_det;
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a *= inv_det;
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b *= inv_det;
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b *= inv_det;
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@ -260,6 +264,53 @@ bool Intersection( const Line3<T> & ray, const Point3<T> & vert0,
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return true;
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return true;
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}
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}
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// ray-triangle, gives barycentric coords of intersection and distance along ray.
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// Ray3 type used.
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template<class T>
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bool Intersection( const Ray3<T> & ray, const Point3<T> & vert0,
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const Point3<T> & vert1, const Point3<T> & vert2,
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T & a ,T & b, T & dist)
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{
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// small (hum) borders around triangle
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const T EPSILON2= T(1e-8);
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const T EPSILON = T(1e-8);
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Point3<T> edge1 = vert1 - vert0;
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Point3<T> edge2 = vert2 - vert0;
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// determinant
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Point3<T> pvec = ray.Direction() ^ edge2;
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T det = edge1*pvec;
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// if determinant is near zero, ray lies in plane of triangle
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if (fabs(det) < EPSILON) return false;
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// calculate distance from vert0 to ray origin
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Point3<T> tvec = ray.Origin()- vert0;
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// calculate A parameter and test bounds
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a = tvec * pvec;
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if (a < -EPSILON2*det || a > det+det*EPSILON2) return false;
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// prepare to test V parameter
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Point3<T> qvec = tvec ^ edge1;
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// calculate B parameter and test bounds
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b = ray.Direction() * qvec ;
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if (b < -EPSILON2*det || b + a > det+det*EPSILON2) return false;
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// calculate t, scale parameters, ray intersects triangle
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dist = edge2 * qvec;
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if (dist<0) return false;
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T inv_det = T(1.0) / det;
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dist *= inv_det;
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a *= inv_det;
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b *= inv_det;
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return true;
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}
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// ray-triangle, gives intersection 3d point and distance along ray
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// ray-triangle, gives intersection 3d point and distance along ray
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template<class T>
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template<class T>
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