700 lines
21 KiB
C++
700 lines
21 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.24 2006/06/01 08:38:02 pietroni
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Added functions:
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- Intersection_Segment_Triangle
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- Intersection_Plane_Box
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- Intersection_Triangle_Box
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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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Revision 1.21 2006/01/20 16:35:51 pietroni
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added Intersection_Segment_Box function
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Revision 1.20 2005/10/03 16:07:50 ponchio
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Changed order of functions intersection_line_box and
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intersectuion_ray_box
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Revision 1.19 2005/09/30 13:11:39 pietroni
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corrected 1 compiling error on Ray_Box_Intersection function
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Revision 1.18 2005/09/29 15:30:10 pietroni
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Added function RayBoxIntersection, renamed intersection line box from "Intersection" to "Intersection_Line_Box"
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Revision 1.17 2005/09/29 11:48:00 m_di_benedetto
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Added functor RayTriangleIntersectionFunctor.
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Revision 1.16 2005/09/28 19:40:55 m_di_benedetto
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Added intersection for ray-triangle (with Ray3 type).
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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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added intersection between tow planes (porting from old vcg lib)
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Revision 1.13 2005/01/26 10:03:08 spinelli
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aggiunta intersect ray-box
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Revision 1.12 2004/10/13 12:45:51 cignoni
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Better Doxygen documentation
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Revision 1.11 2004/09/09 14:41:32 ponchio
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forgotten typename SEGMENTTYPE::...
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Revision 1.10 2004/08/09 09:48:43 pietroni
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correcter .dir to .Direction and .ori in .Origin()
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Revision 1.9 2004/08/04 20:55:02 pietroni
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added rey triangle intersections funtions
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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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Revision 1.6 2004/05/13 23:43:54 ponchio
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minor bug
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Revision 1.5 2004/05/05 08:21:55 cignoni
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syntax errors in inersection plane line.
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Revision 1.4 2004/05/04 02:37:58 ganovelli
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Triangle3<T> replaced by TRIANGLE
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Segment<T> replaced by EDGETYPE
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Revision 1.3 2004/04/29 10:48:44 ganovelli
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error in plane segment corrected
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Revision 1.2 2004/04/26 12:34:50 ganovelli
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plane line
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plane segment
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triangle triangle added
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Revision 1.1 2004/04/21 14:22:27 cignoni
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Initial Commit
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****************************************************************************/
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#ifndef __VCGLIB_INTERSECTION_3
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#define __VCGLIB_INTERSECTION_3
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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/ray3.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/sphere3.h>
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#include <vcg/space/triangle3.h>
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#include <vcg/space/intersection/triangle_triangle3.h>
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namespace vcg {
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/** \addtogroup space */
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/*@{*/
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/**
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Function computing the intersection between couple of geometric primitives in
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3 dimension
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*/
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/// interseciton between sphere and line
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template<class T>
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inline bool IntersectionLineSphere( const Sphere3<T> & sp, const Line3<T> & li, Point3<T> & p0,Point3<T> & p1 ){
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// Per prima cosa si sposta il sistema di riferimento
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// fino a portare il centro della sfera nell'origine
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Point3<T> neworig=li.Origin()-sp.Center();
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// poi si risolve il sistema di secondo grado (con maple...)
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T t1 = li.Direction().X()*li.Direction().X();
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T t2 = li.Direction().Y()*li.Direction().Y();
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T t3 = li.Direction().Z()*li.Direction().Z();
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T t6 = neworig.Y()*li.Direction().Y();
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T t7 = neworig.X()*li.Direction().X();
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T t8 = neworig.Z()*li.Direction().Z();
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T t15 = sp.Radius()*sp.Radius();
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T t17 = neworig.Z()*neworig.Z();
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T t19 = neworig.Y()*neworig.Y();
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T t21 = neworig.X()*neworig.X();
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T t28 = T(2.0*t7*t6+2.0*t6*t8+2.0*t7*t8+t1*t15-t1*t17-t1*t19-t2*t21+t2*t15-t2*t17-t3*t21+t3*t15-t3*t19);
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if(t28<0) return false;
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T t29 = sqrt(t28);
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T val0 = 1/(t1+t2+t3)*(-t6-t7-t8+t29);
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T val1 = 1/(t1+t2+t3)*(-t6-t7-t8-t29);
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p0=li.P(val0);
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p1=li.P(val1);
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return true;
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}
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/// intersection between line and plane
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template<class T>
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inline bool IntersectionLinePlane( const Plane3<T> & pl, const Line3<T> & li, Point3<T> & po){
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const T epsilon = T(1e-8);
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T k = pl.Direction() * li.Direction(); // Compute 'k' factor
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if( (k > -epsilon) && (k < epsilon))
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return false;
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T r = (pl.Offset() - pl.Direction()*li.Origin())/k; // Compute ray distance
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po = li.Origin() + li.Direction()*r;
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return true;
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}
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/// intersection between segment and plane
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template<class T>
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inline bool IntersectionSegmentPlane( const Plane3<T> & pl, const Segment3<T> & s, Point3<T> & po){
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vcg::Line3<T> l;
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l.Set(s.P0(),s.P1()-s.P0());
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l.Normalize();
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if (IntersectionLinePlane(pl,l,po))
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return((po-s.P0()).Norm()<=(s.P0()-s.P1()).Norm());
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return false;
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}
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/// intersection between segment and plane
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template<typename SEGMENTTYPE>
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inline bool Intersection( const Plane3<typename SEGMENTTYPE::ScalarType> & pl,
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const SEGMENTTYPE & sg,
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Point3<typename SEGMENTTYPE::ScalarType> & po){
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typedef typename SEGMENTTYPE::ScalarType T;
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const T epsilon = T(1e-8);
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T k = pl.Direction() * (sg.P1()-sg.P0());
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if( (k > -epsilon) && (k < epsilon))
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return false;
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T r = (pl.Offset() - pl.Direction()*sg.P0())/k; // Compute ray distance
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if( (r<0) || (r > 1.0))
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return false;
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po = sg.P0()*(1-r)+sg.P1() * r;
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return true;
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}
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/// intersection between plane and triangle
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// not optimal: uses plane-segment intersection (and the fact the two or none edges can be intersected)
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template<typename TRIANGLETYPE>
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inline bool Intersection( const Plane3<typename TRIANGLETYPE::ScalarType> & pl,
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const TRIANGLETYPE & tr,
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Segment3<typename TRIANGLETYPE::ScalarType> & sg){
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typedef typename TRIANGLETYPE::ScalarType T;
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if(Intersection(pl,Segment3<T>(tr.P(0),tr.P(1)),sg.P0())){
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if(Intersection(pl,Segment3<T>(tr.P(0),tr.P(2)),sg.P1()))
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return true;
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else
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{
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Intersection(pl,Segment3<T>(tr.P(1),tr.P(2)),sg.P1());
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return true;
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}
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}else
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{
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if(Intersection(pl,Segment3<T>(tr.P(1),tr.P(2)),sg.P0()))
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{
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Intersection(pl,Segment3<T>(tr.P(0),tr.P(2)),sg.P1());
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return true;
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}
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}
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return false;
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}
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/// intersection between two triangles
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template<typename TRIANGLETYPE>
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inline bool Intersection(const TRIANGLETYPE & t0,const TRIANGLETYPE & t1){
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return NoDivTriTriIsect(t0.P0(0),t0.P0(1),t0.P0(2),
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t1.P0(0),t1.P0(1),t1.P0(2));
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}
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template<class T>
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inline bool Intersection(Point3<T> V0,Point3<T> V1,Point3<T> V2,
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Point3<T> U0,Point3<T> U1,Point3<T> U2){
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return NoDivTriTriIsect(V0,V1,V2,U0,U1,U2);
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}
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template<class T>
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inline bool Intersection(Point3<T> V0,Point3<T> V1,Point3<T> V2,
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Point3<T> U0,Point3<T> U1,Point3<T> U2,int *coplanar,
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Point3<T> &isectpt1,Point3<T> &isectpt2){
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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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Point3<typename SEGMENTTYPE::PointType> ip0,ip1;
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return tri_tri_intersect_with_isectline(t0.P0(0),t0.P0(1),t0.P0(2),
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t1.P0(0),t1.P0(1),t1.P0(2),
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coplanar,sg.P0(),sg.P1()
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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.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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// 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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// 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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{
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const int NUMDIM = 3;
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const int RIGHT = 0;
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const int LEFT = 1;
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const int MIDDLE = 2;
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int inside = 1;
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char quadrant[NUMDIM];
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int i;
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int whichPlane;
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Point3<T> maxT,candidatePlane;
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// Find candidate planes; this loop can be avoided if
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// rays cast all from the eye(assume perpsective view)
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for (i=0; i<NUMDIM; i++)
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{
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if(r.Origin()[i] < box.min[i])
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{
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quadrant[i] = LEFT;
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candidatePlane[i] = box.min[i];
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inside = 0;
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}
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else if (r.Origin()[i] > box.max[i])
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{
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quadrant[i] = RIGHT;
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candidatePlane[i] = box.max[i];
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inside = 0;
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}
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else
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{
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quadrant[i] = MIDDLE;
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}
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}
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// Ray origin inside bounding box
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if(inside){
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coord = r.Origin();
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return true;
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}
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// Calculate T distances to candidate planes
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for (i = 0; i < NUMDIM; i++)
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{
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if (quadrant[i] != MIDDLE && r.Direction()[i] !=0.)
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maxT[i] = (candidatePlane[i]-r.Origin()[i]) / r.Direction()[i];
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else
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maxT[i] = -1.;
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}
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// Get largest of the maxT's for final choice of intersection
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whichPlane = 0;
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for (i = 1; i < NUMDIM; i++)
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if (maxT[whichPlane] < maxT[i])
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whichPlane = i;
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// Check final candidate actually inside box
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if (maxT[whichPlane] < 0.) return false;
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for (i = 0; i < NUMDIM; i++)
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if (whichPlane != i)
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{
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coord[i] = r.Origin()[i] + maxT[whichPlane] *r.Direction()[i];
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if (coord[i] < box.min[i] || coord[i] > box.max[i])
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return false;
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}
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else
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{
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coord[i] = candidatePlane[i];
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}
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return true; // ray hits box
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}
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// ray-box
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template<class T>
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bool Intersection_Ray_Box( const Box3<T> & box, const Ray3<T> & r, Point3<T> & coord )
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{
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Line3<T> l;
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l.SetOrigin(r.Origin());
|
|
l.SetDirection(r.Direction());
|
|
return(Intersection_Line_Box<T>(box,l,coord));
|
|
}
|
|
|
|
// segment-box return fist intersection found from p0 to p1
|
|
template<class ScalarType>
|
|
bool Intersection_Segment_Box( const Box3<ScalarType> & box,
|
|
const Segment3<ScalarType> & s,
|
|
Point3<ScalarType> & coord )
|
|
{
|
|
//as first perform box-box intersection
|
|
Box3<ScalarType> test;
|
|
test.Add(s.P0());
|
|
test.Add(s.P1());
|
|
if (!test.Collide(box))
|
|
return false;
|
|
else
|
|
{
|
|
Line3<ScalarType> l;
|
|
Point3<ScalarType> dir=s.P1()-s.P0();
|
|
dir.Normalize();
|
|
l.SetOrigin(s.P0());
|
|
l.SetDirection(dir);
|
|
if(Intersection_Line_Box<ScalarType>(box,l,coord))
|
|
return (test.IsIn(coord));
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// segment-box intersection , return number of intersections and intersection points
|
|
template<class ScalarType>
|
|
int Intersection_Segment_Box( const Box3<ScalarType> & box,
|
|
const Segment3<ScalarType> & s,
|
|
Point3<ScalarType> & coord0,
|
|
Point3<ScalarType> & coord1 )
|
|
{
|
|
int num=0;
|
|
Segment3<ScalarType> test= s;
|
|
if (Intersection_Segment_Box(box,test,coord0 ))
|
|
{
|
|
num++;
|
|
Point3<ScalarType> swap=test.P0();
|
|
test.P0()=test.P1();
|
|
test.P1()=swap;
|
|
if (Intersection_Segment_Box(box,test,coord1 ))
|
|
num++;
|
|
}
|
|
return num;
|
|
}
|
|
|
|
|
|
// segment-triangle intersection
|
|
template<class ScalarType>
|
|
bool Intersection_Segment_Triangle( const vcg::Segment3<ScalarType> & seg,
|
|
const Point3<ScalarType> & vert0,
|
|
const Point3<ScalarType> & vert1, const
|
|
Point3<ScalarType> & vert2,
|
|
ScalarType & a ,ScalarType & b, ScalarType & dist)
|
|
{
|
|
//first set both directions of ray
|
|
vcg::Ray3<ScalarType> ray;
|
|
vcg::Point3<ScalarType> dir;
|
|
dir=(seg.P1()-seg.P0());
|
|
dir.Normalize();
|
|
ray.Set(seg.P0(),dir);
|
|
|
|
//then control for each direction the interseciton with triangle
|
|
if ((Intersection<ScalarType>(ray,vert0,vert1,vert2,a,b,dist))
|
|
||(Intersection<ScalarType>(ray,vert0,vert2,vert1,a,b,dist)))
|
|
return (dist<(seg.P1()-seg.P0()).Norm());
|
|
else
|
|
return(false);
|
|
}
|
|
|
|
template <class ScalarType>
|
|
bool Intersection_Plane_Box(const vcg::Plane3<ScalarType> &pl,
|
|
vcg::Box3<ScalarType> &bbox)
|
|
{
|
|
|
|
typedef typename vcg::Segment3<ScalarType> SegmentType;
|
|
typedef typename vcg::Point3<ScalarType> CoordType;
|
|
SegmentType diag[4];
|
|
|
|
CoordType intersection;
|
|
//find the 4 diagonals
|
|
diag[0]=SegmentType(bbox.P(0),bbox.P(7));
|
|
diag[1]=SegmentType(bbox.P(1),bbox.P(6));
|
|
diag[2]=SegmentType(bbox.P(2),bbox.P(5));
|
|
diag[3]=SegmentType(bbox.P(3),bbox.P(4));
|
|
ScalarType a,b,dist;
|
|
for (int i=0;i<3;i++)
|
|
//call intersection of segment and plane
|
|
if (vcg::Intersection<SegmentType>(pl,diag[i],intersection))
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
template<class ScalarType>
|
|
bool Intersection_Triangle_Box( vcg::Box3<ScalarType> &bbox,
|
|
const vcg::Point3<ScalarType> &p0,
|
|
const vcg::Point3<ScalarType> &p1,
|
|
const vcg::Point3<ScalarType> &p2)
|
|
{
|
|
typedef typename vcg::Point3<ScalarType> CoordType;
|
|
CoordType intersection;
|
|
|
|
/// control bounding box collision
|
|
vcg::Box3<ScalarType> test;
|
|
test.SetNull();
|
|
test.Add(p0);
|
|
test.Add(p1);
|
|
test.Add(p2);
|
|
if (!test.Collide(bbox))
|
|
return false;
|
|
/// control if each point is inside the bouding box
|
|
if ((bbox.IsIn(p0))||(bbox.IsIn(p1))||(bbox.IsIn(p2)))
|
|
return true;
|
|
|
|
/////control plane of the triangle with bbox
|
|
//vcg::Plane3<ScalarType> plTri=vcg::Plane3<ScalarType>();
|
|
//plTri.Init(p0,p1,p2);
|
|
//if (!Intersection_Plane_Box<ScalarType>(plTri,bbox))
|
|
// return false;
|
|
|
|
///then control intersection of segments with box
|
|
if (Intersection_Segment_Box<ScalarType>(bbox,vcg::Segment3<ScalarType>(p0,p1),intersection)||
|
|
Intersection_Segment_Box<ScalarType>(bbox,vcg::Segment3<ScalarType>(p1,p2),intersection)||
|
|
Intersection_Segment_Box<ScalarType>(bbox,vcg::Segment3<ScalarType>(p2,p0),intersection))
|
|
return true;
|
|
///control intersection of diagonal of the cube with triangle
|
|
|
|
Segment3<ScalarType> diag[4];
|
|
|
|
diag[0]=Segment3<ScalarType>(bbox.P(0),bbox.P(7));
|
|
diag[1]=Segment3<ScalarType>(bbox.P(1),bbox.P(6));
|
|
diag[2]=Segment3<ScalarType>(bbox.P(2),bbox.P(5));
|
|
diag[3]=Segment3<ScalarType>(bbox.P(3),bbox.P(4));
|
|
ScalarType a,b,dist;
|
|
for (int i=0;i<3;i++)
|
|
if (Intersection_Segment_Triangle<ScalarType>(diag[i],p0,p1,p2,a,b,dist))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
template<class T>
|
|
bool Intersection (const Plane3<T> & plane0, const Plane3<T> & plane1,
|
|
Line3<T> & line)
|
|
{
|
|
// If Cross(N0,N1) is zero, then either planes are parallel and separated
|
|
// or the same plane. In both cases, 'false' is returned. Otherwise,
|
|
// the intersection line is
|
|
//
|
|
// L(t) = t*Cross(N0,N1) + c0*N0 + c1*N1
|
|
//
|
|
// for some coefficients c0 and c1 and for t any real number (the line
|
|
// parameter). Taking dot products with the normals,
|
|
//
|
|
// d0 = Dot(N0,L) = c0*Dot(N0,N0) + c1*Dot(N0,N1)
|
|
// d1 = Dot(N1,L) = c0*Dot(N0,N1) + c1*Dot(N1,N1)
|
|
//
|
|
// which are two equations in two unknowns. The solution is
|
|
//
|
|
// c0 = (Dot(N1,N1)*d0 - Dot(N0,N1)*d1)/det
|
|
// c1 = (Dot(N0,N0)*d1 - Dot(N0,N1)*d0)/det
|
|
//
|
|
// where det = Dot(N0,N0)*Dot(N1,N1)-Dot(N0,N1)^2.
|
|
|
|
T n00 = plane0.Direction()*plane0.Direction();
|
|
T n01 = plane0.Direction()*plane1.Direction();
|
|
T n11 = plane1.Direction()*plane1.Direction();
|
|
T det = n00*n11-n01*n01;
|
|
|
|
const T tolerance = (T)(1e-06f);
|
|
if ( math::Abs(det) < tolerance )
|
|
return false;
|
|
|
|
T invDet = 1.0f/det;
|
|
T c0 = (n11*plane0.Offset() - n01*plane1.Offset())*invDet;
|
|
T c1 = (n00*plane1.Offset() - n01*plane0.Offset())*invDet;
|
|
|
|
line.SetDirection(plane0.Direction()^plane1.Direction());
|
|
line.SetOrigin(plane0.Direction()*c0+ plane1.Direction()*c1);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// Ray-Triangle Functor
|
|
template <bool BACKFACETEST = true>
|
|
class RayTriangleIntersectionFunctor {
|
|
public:
|
|
template <class TRIANGLETYPE, class SCALARTYPE>
|
|
inline bool operator () (const TRIANGLETYPE & f, const Ray3<SCALARTYPE> & ray, SCALARTYPE & t) {
|
|
typedef SCALARTYPE ScalarType;
|
|
ScalarType a;
|
|
ScalarType b;
|
|
|
|
bool bret = Intersection(ray, Point3<SCALARTYPE>::Construct(f.P(0)), Point3<SCALARTYPE>::Construct(f.P(1)), Point3<SCALARTYPE>::Construct(f.P(2)), a, b, t);
|
|
if (BACKFACETEST) {
|
|
if (!bret) {
|
|
bret = Intersection(ray, Point3<SCALARTYPE>::Construct(f.P(0)), Point3<SCALARTYPE>::Construct(f.P(2)), Point3<SCALARTYPE>::Construct(f.P(1)), a, b, t);
|
|
}
|
|
}
|
|
return (bret);
|
|
}
|
|
};
|
|
|
|
|
|
/*@}*/
|
|
|
|
} // end namespace
|
|
#endif
|