added rey triangle intersections funtions
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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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Revision 1.8 2004/07/11 22:08:04 cignoni
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Added a cast to remove a warning
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Revision 1.7 2004/05/14 03:14:29 ponchio
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Fixed some minor bugs
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@ -180,6 +183,7 @@ namespace vcg {
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return tri_tri_intersect_with_isectline(V0,V1,V2,U0,U1,U2,
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coplanar,isectpt1,isectpt2);
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}
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template<typename TRIANGLETYPE,typename SEGMENTTYPE >
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inline bool Intersection(const TRIANGLETYPE & t0,const TRIANGLETYPE & t1,bool &coplanar,
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SEGMENTTYPE & sg){
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@ -190,7 +194,103 @@ namespace vcg {
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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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template<class T>
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bool Intersection( const Line3<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.dire ^ 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.orig - 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.dire * 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 = 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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template<class T>
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bool Intersection( const Line3<T> & ray, const Point3<T> & vert0,
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const Point3<T> & vert1, const Point3<T> & vert2,
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Point3<T> & inte)
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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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T 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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T 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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double dist = edge2 * qvec;
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//if (dist<0) return false;
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T inv_det = 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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inte = vert0 + edge1*a + edge2*b;
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return true;
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}
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} // end namespace
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#endif
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