Added functions:
- Intersection_Segment_Triangle - Intersection_Plane_Box - Intersection_Triangle_Box
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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 1.23 2006/03/29 07:53:36 cignoni
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Missing ';' (thx Maarten)
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Revision 1.22 2006/03/20 14:42:49 pietroni
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IntersectionSegmentPlane and Intersection_Segment_Box functions Added
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@ -479,38 +482,43 @@ bool Intersection_Ray_Box( const Box3<T> & box, const Ray3<T> & r, Point3<T> & c
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}
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// segment-box return fist intersection found from p0 to p1
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template<class T>
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bool Intersection_Segment_Box( const Box3<T> & box, const Segment3<T> & s, Point3<T> & coord )
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template<class ScalarType>
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bool Intersection_Segment_Box( const Box3<ScalarType> & box,
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const Segment3<ScalarType> & s,
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Point3<ScalarType> & coord )
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{
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//as first perform box-box intersection
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Box3<T> test;
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Box3<ScalarType> test;
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test.Add(s.P0());
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test.Add(s.P1());
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if (!test.Collide(box))
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return false;
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else
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{
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Line3<T> l;
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Point3<T> dir=s.P1()-s.P0();
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Line3<ScalarType> l;
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Point3<ScalarType> dir=s.P1()-s.P0();
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dir.Normalize();
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l.SetOrigin(s.P0());
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l.SetDirection(dir);
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if(Intersection_Line_Box<T>(box,l,coord))
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if(Intersection_Line_Box<ScalarType>(box,l,coord))
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return (test.IsIn(coord));
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return false;
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}
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}
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}
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// segment-box intersection , return number of intersections and intersection points
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template<class T>
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int Intersection_Segment_Box( const Box3<T> & box, const Segment3<T> & s, Point3<T> & coord0, Point3<T> & coord1 )
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template<class ScalarType>
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int Intersection_Segment_Box( const Box3<ScalarType> & box,
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const Segment3<ScalarType> & s,
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Point3<ScalarType> & coord0,
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Point3<ScalarType> & coord1 )
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{
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int num=0;
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Segment3<T> test= s;
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Segment3<ScalarType> test= s;
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if (Intersection_Segment_Box(box,test,coord0 ))
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{
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num++;
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Point3<T> swap=test.P0();
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Point3<ScalarType> swap=test.P0();
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test.P0()=test.P1();
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test.P1()=swap;
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if (Intersection_Segment_Box(box,test,coord1 ))
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@ -519,6 +527,101 @@ int Intersection_Segment_Box( const Box3<T> & box, const Segment3<T> & s, Point3
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return num;
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}
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// segment-triangle intersection
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template<class ScalarType>
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bool Intersection_Segment_Triangle( const vcg::Segment3<ScalarType> & seg,
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const Point3<ScalarType> & vert0,
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const Point3<ScalarType> & vert1, const
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Point3<ScalarType> & vert2,
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ScalarType & a ,ScalarType & b, ScalarType & dist)
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{
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//first set both directions of ray
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vcg::Ray3<ScalarType> ray;
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vcg::Point3<ScalarType> dir;
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dir=(seg.P1()-seg.P0());
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dir.Normalize();
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ray.Set(seg.P0(),dir);
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//then control for each direction the interseciton with triangle
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if ((Intersection<ScalarType>(ray,vert0,vert1,vert2,a,b,dist))
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||(Intersection<ScalarType>(ray,vert0,vert2,vert1,a,b,dist)))
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return (dist<(seg.P1()-seg.P0()).Norm());
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else
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return(false);
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}
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template <class ScalarType>
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bool Intersection_Plane_Box(const vcg::Plane3<ScalarType> &pl,
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vcg::Box3<ScalarType> &bbox)
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{
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typedef typename Segment3<ScalarType> SegmentType;
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typedef typename vcg::Point3<ScalarType> CoordType;
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SegmentType diag[4];
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CoordType intersection;
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//find the 4 diagonals
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diag[0]=SegmentType(bbox.P(0),bbox.P(7));
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diag[1]=SegmentType(bbox.P(1),bbox.P(6));
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diag[2]=SegmentType(bbox.P(2),bbox.P(5));
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diag[3]=SegmentType(bbox.P(3),bbox.P(4));
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ScalarType a,b,dist;
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for (int i=0;i<3;i++)
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//call intersection of segment and plane
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if (vcg::Intersection<SegmentType>(pl,diag[i],intersection))
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return true;
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return false;
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}
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template<class ScalarType>
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bool Intersection_Triangle_Box( vcg::Box3<ScalarType> &bbox,
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const vcg::Point3<ScalarType> &p0,
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const vcg::Point3<ScalarType> &p1,
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const vcg::Point3<ScalarType> &p2)
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{
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typedef typename vcg::Point3<ScalarType> CoordType;
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CoordType intersection;
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/// control bounding box collision
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vcg::Box3<ScalarType> test;
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test.SetNull();
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test.Add(p0);
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test.Add(p1);
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test.Add(p2);
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if (!test.Collide(bbox))
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return false;
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/// control if each point is inside the bouding box
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if ((bbox.IsIn(p0))||(bbox.IsIn(p1))||(bbox.IsIn(p2)))
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return true;
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/////control plane of the triangle with bbox
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//vcg::Plane3<ScalarType> plTri=vcg::Plane3<ScalarType>();
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//plTri.Init(p0,p1,p2);
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//if (!Intersection_Plane_Box<ScalarType>(plTri,bbox))
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// return false;
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///then control intersection of segments with box
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if (Intersection_Segment_Box<ScalarType>(bbox,vcg::Segment3<ScalarType>(p0,p1),intersection)||
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Intersection_Segment_Box<ScalarType>(bbox,vcg::Segment3<ScalarType>(p1,p2),intersection)||
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Intersection_Segment_Box<ScalarType>(bbox,vcg::Segment3<ScalarType>(p2,p0),intersection))
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return true;
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///control intersection of diagonal of the cube with triangle
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Segment3<ScalarType> diag[4];
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diag[0]=Segment3<ScalarType>(bbox.P(0),bbox.P(7));
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diag[1]=Segment3<ScalarType>(bbox.P(1),bbox.P(6));
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diag[2]=Segment3<ScalarType>(bbox.P(2),bbox.P(5));
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diag[3]=Segment3<ScalarType>(bbox.P(3),bbox.P(4));
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ScalarType a,b,dist;
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for (int i=0;i<3;i++)
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if (Intersection_Segment_Triangle<ScalarType>(diag[i],p0,p1,p2,a,b,dist))
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return true;
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return false;
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}
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template<class T>
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bool Intersection (const Plane3<T> & plane0, const Plane3<T> & plane1,
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Line3<T> & line)
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