Added IntersectionRayMesh overload function who return hit point, baricentric's coordinates and a pointer of intersected face.
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@ -279,6 +279,52 @@ bool IntersectionRayMesh(
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return hit;
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}
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/**
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Computes the intersection between a Ray and a Mesh. Returns a 3D Pointset, baricentric's coordinates
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and a pointer of intersected face.
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*/
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template < typename TriMeshType, class ScalarType>
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bool IntersectionRayMesh(
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/* Input Mesh */ TriMeshType * m,
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/* Ray */ const Line3<ScalarType> & ray,
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/* Intersect Point */ Point3<ScalarType> & hitPoint,
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/* Baricentric coord 1*/ ScalarType &bar1,
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/* Baricentric coord 2*/ ScalarType &bar2,
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/* Baricentric coord 3*/ ScalarType &bar3,
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/* FacePointer */ typename TriMeshType::FacePointer fp
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)
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{
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//typedef typename TriMeshType::FaceContainer FaceContainer;
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typename TriMeshType::FaceIterator fi;
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bool hit=false;
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if(m==0) return false;
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//TriMeshType::FaceIterator fi;
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//std::vector<TriMeshType::FaceType*>::iterator fi;
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ScalarType dist;
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Point3<ScalarType> p1;
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Point3<ScalarType> p2;
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Point3<ScalarType> p3;
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for(fi = m->face.begin(); fi != m->face.end(); ++fi)
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{
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p1=vcg::Point3<ScalarType>( (*fi).P(0).X() ,(*fi).P(0).Y(),(*fi).P(0).Z() );
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p2=vcg::Point3<ScalarType>( (*fi).P(1).X() ,(*fi).P(1).Y(),(*fi).P(1).Z() );
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p3=vcg::Point3<ScalarType>( (*fi).P(2).X() ,(*fi).P(2).Y(),(*fi).P(2).Z() );
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if(Intersection<ScalarType>(ray,p1,p2,p3,bar1,bar2,dist))
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{
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bar3 = (1-bar1-bar2);
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hitPoint= p1*bar3 + p2*bar1 + p3*bar2;
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fp = &(*fi);
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hit=true;
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}
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}
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return hit;
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}
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/**
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Compute the intersection between a mesh and a ball.
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given a mesh return a new mesh made by a copy of all the faces entirely includeded in the ball plus
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