added IntersectionLineTriangle
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@ -434,152 +434,80 @@ 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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#endif
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/*
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* Function computing the intersection between a line and a triangle.
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* from:
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* Tomas Möller and Ben Trumbore,
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* ``Fast, Minimum Storage Ray-Triangle Intersection'',
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* journal of graphics tools, vol. 2, no. 1, pp. 21-28, 1997
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* @param[in] line
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* @param[in] triangle vertices
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* @param[out] intersection the intersection point, meaningful only if the line intersects the triangle
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*
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*/
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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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bool IntersectionLineTriangle( const Line3<T> & line, 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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T & t ,T & u, T & v)
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{
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#define EPSIL 0.000001
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vcg::Point3<T> edge1, edge2, tvec, pvec, qvec;
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T det,inv_det;
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/* find vectors for two edges sharing vert0 */
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edge1 = vert1 - vert0;
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edge2 = vert2 - vert0;
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/* begin calculating determinant - also used to calculate U parameter */
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pvec = line.Direction() ^ edge2;
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/* if determinant is near zero, line lies in plane of triangle */
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det = edge1 * pvec;
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/* calculate distance from vert0 to line origin */
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tvec = line.Origin() - vert0;
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inv_det = 1.0 / det;
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qvec = tvec ^ edge1;
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if (det > EPSIL)
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{
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u = tvec * pvec ;
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if ( u < 0.0 || u > det)
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return 0;
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/* calculate V parameter and test bounds */
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v = line.Direction() * qvec;
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if ( v < 0.0 || u + v > det)
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return 0;
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}
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else if(det < -EPSIL)
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{
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/* calculate U parameter and test bounds */
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u = tvec * pvec ;
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if ( u > 0.0 || u < det)
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return 0;
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/* calculate V parameter and test bounds */
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v = line.Direction() * qvec ;
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if ( v > 0.0 || u + v < det)
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return 0;
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}
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else return 0; /* line is parallell to the plane of the triangle */
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t = edge2 * qvec * inv_det;
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( u) *= inv_det;
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( v) *= inv_det;
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return 1;
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}
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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 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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#endif
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#if 0
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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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#endif
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// line-box
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template<class T>
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bool Intersection_Line_Box( const Box3<T> & box, const Line3<T> & r, Point3<T> & coord )
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@ -933,5 +861,6 @@ public:
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/*@}*/
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} // end namespace
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#endif
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