Mesh: [skip ci] update tri-tri-intersection
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@@ -14,20 +14,38 @@
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* Here is a version withouts divisions (a little faster)
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* int NoDivTriTriIsect(float V0[3],float V1[3],float V2[3],
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* float U0[3],float U1[3],float U2[3]);
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*
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*
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* This version computes the line of intersection as well (if they are not coplanar):
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* int tri_tri_intersect_with_isectline(float V0[3],float V1[3],float V2[3],
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* int tri_tri_intersect_with_isectline(float V0[3],float V1[3],float V2[3],
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* float U0[3],float U1[3],float U2[3],int *coplanar,
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* float isectpt1[3],float isectpt2[3]);
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* coplanar returns whether the tris are coplanar
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* isectpt1, isectpt2 are the endpoints of the line of intersection
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*/
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/*
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Copyright 2020 Tomas Akenine-Möller
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
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documentation files (the "Software"), to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and
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to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial
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portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
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WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS
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OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT
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OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <math.h>
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#define FABS(x) ((float)fabs(x)) /* implement as is fastest on your machine */
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/* if USE_EPSILON_TEST is true then we do a check:
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/* if USE_EPSILON_TEST is true then we do a check:
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if |dv|<EPSILON then dv=0.0;
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else no check is done (which is less robust)
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*/
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@@ -43,13 +61,13 @@
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#define DOT(v1,v2) (v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2])
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#define SUB(dest,v1,v2) dest[0]=v1[0]-v2[0]; dest[1]=v1[1]-v2[1]; dest[2]=v1[2]-v2[2];
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#define SUB(dest,v1,v2) dest[0]=v1[0]-v2[0]; dest[1]=v1[1]-v2[1]; dest[2]=v1[2]-v2[2];
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#define ADD(dest,v1,v2) dest[0]=v1[0]+v2[0]; dest[1]=v1[1]+v2[1]; dest[2]=v1[2]+v2[2];
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#define ADD(dest,v1,v2) dest[0]=v1[0]+v2[0]; dest[1]=v1[1]+v2[1]; dest[2]=v1[2]+v2[2];
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#define MULT(dest,v,factor) dest[0]=factor*v[0]; dest[1]=factor*v[1]; dest[2]=factor*v[2];
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#define SET(dest,src) dest[0]=src[0]; dest[1]=src[1]; dest[2]=src[2];
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#define SET(dest,src) dest[0]=src[0]; dest[1]=src[1]; dest[2]=src[2];
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/* sort so that a<=b */
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#define SORT(a,b) \
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@@ -101,7 +119,7 @@
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/* this edge to edge test is based on Franlin Antonio's gem:
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"Faster Line Segment Intersection", in Graphics Gems III,
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pp. 199-202 */
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pp. 199-202 */
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#define EDGE_EDGE_TEST(V0,U0,U1) \
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Bx=U0[i0]-U1[i0]; \
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By=U0[i1]-U1[i1]; \
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@@ -120,7 +138,7 @@
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{ \
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if(e<=0 && e>=f) return 1; \
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} \
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}
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}
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#define EDGE_AGAINST_TRI_EDGES(V0,V1,U0,U1,U2) \
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{ \
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@@ -172,7 +190,7 @@ int coplanar_tri_tri(float N[3],float V0[3],float V1[3],float V2[3],
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A[2]=fabs(N[2]);
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if(A[0]>A[1])
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{
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if(A[0]>A[2])
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if(A[0]>A[2])
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{
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i0=1; /* A[0] is greatest */
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i1=2;
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@@ -188,20 +206,20 @@ int coplanar_tri_tri(float N[3],float V0[3],float V1[3],float V2[3],
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if(A[2]>A[1])
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{
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i0=0; /* A[2] is greatest */
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i1=1;
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i1=1;
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}
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else
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{
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i0=0; /* A[1] is greatest */
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i1=2;
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}
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}
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}
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/* test all edges of triangle 1 against the edges of triangle 2 */
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EDGE_AGAINST_TRI_EDGES(V0,V1,U0,U1,U2);
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EDGE_AGAINST_TRI_EDGES(V1,V2,U0,U1,U2);
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EDGE_AGAINST_TRI_EDGES(V2,V0,U0,U1,U2);
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/* finally, test if tri1 is totally contained in tri2 or vice versa */
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POINT_IN_TRI(V0,U0,U1,U2);
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POINT_IN_TRI(U0,V0,V1,V2);
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@@ -268,7 +286,7 @@ int tri_tri_intersect(float V0[3],float V1[3],float V2[3],
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dv0dv1=dv0*dv1;
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dv0dv2=dv0*dv2;
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if(dv0dv1>0.0f && dv0dv2>0.0f) /* same sign on all of them + not equal 0 ? */
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return 0; /* no intersection occurs */
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@@ -287,7 +305,7 @@ int tri_tri_intersect(float V0[3],float V1[3],float V2[3],
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vp0=V0[index];
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vp1=V1[index];
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vp2=V2[index];
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up0=U0[index];
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up1=U1[index];
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up2=U2[index];
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@@ -465,16 +483,16 @@ int NoDivTriTriIsect(float V0[3],float V1[3],float V2[3],
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inline void isect2(float VTX0[3],float VTX1[3],float VTX2[3],float VV0,float VV1,float VV2,
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float D0,float D1,float D2,float *isect0,float *isect1,float isectpoint0[3],float isectpoint1[3])
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float D0,float D1,float D2,float *isect0,float *isect1,float isectpoint0[3],float isectpoint1[3])
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{
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float tmp=D0/(D0-D1);
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float tmp=D0/(D0-D1);
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float diff[3];
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*isect0=VV0+(VV1-VV0)*tmp;
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*isect0=VV0+(VV1-VV0)*tmp;
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SUB(diff,VTX1,VTX0);
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MULT(diff,diff,tmp);
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ADD(isectpoint0,diff,VTX0);
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tmp=D0/(D0-D2);
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*isect1=VV0+(VV2-VV0)*tmp;
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tmp=D0/(D0-D2);
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*isect1=VV0+(VV2-VV0)*tmp;
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SUB(diff,VTX2,VTX0);
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MULT(diff,diff,tmp);
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ADD(isectpoint1,VTX0,diff);
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@@ -500,33 +518,33 @@ inline int compute_intervals_isectline(float VERT0[3],float VERT1[3],float VERT2
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float D0D1,float D0D2,float *isect0,float *isect1,
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float isectpoint0[3],float isectpoint1[3])
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{
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if(D0D1>0.0f)
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{
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/* here we know that D0D2<=0.0 */
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if(D0D1>0.0f)
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{
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/* here we know that D0D2<=0.0 */
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/* that is D0, D1 are on the same side, D2 on the other or on the plane */
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isect2(VERT2,VERT0,VERT1,VV2,VV0,VV1,D2,D0,D1,isect0,isect1,isectpoint0,isectpoint1);
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}
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else if(D0D2>0.0f)
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{
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/* here we know that d0d1<=0.0 */
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}
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else if(D0D2>0.0f)
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{
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/* here we know that d0d1<=0.0 */
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isect2(VERT1,VERT0,VERT2,VV1,VV0,VV2,D1,D0,D2,isect0,isect1,isectpoint0,isectpoint1);
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}
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else if(D1*D2>0.0f || D0!=0.0f)
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{
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}
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else if(D1*D2>0.0f || D0!=0.0f)
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{
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/* here we know that d0d1<=0.0 or that D0!=0.0 */
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isect2(VERT0,VERT1,VERT2,VV0,VV1,VV2,D0,D1,D2,isect0,isect1,isectpoint0,isectpoint1);
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}
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else if(D1!=0.0f)
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{
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isect2(VERT1,VERT0,VERT2,VV1,VV0,VV2,D1,D0,D2,isect0,isect1,isectpoint0,isectpoint1);
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}
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else if(D2!=0.0f)
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{
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isect2(VERT2,VERT0,VERT1,VV2,VV0,VV1,D2,D0,D1,isect0,isect1,isectpoint0,isectpoint1);
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}
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else
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{
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/* triangles are coplanar */
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isect2(VERT0,VERT1,VERT2,VV0,VV1,VV2,D0,D1,D2,isect0,isect1,isectpoint0,isectpoint1);
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}
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else if(D1!=0.0f)
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{
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isect2(VERT1,VERT0,VERT2,VV1,VV0,VV2,D1,D0,D2,isect0,isect1,isectpoint0,isectpoint1);
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}
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else if(D2!=0.0f)
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{
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isect2(VERT2,VERT0,VERT1,VV2,VV0,VV1,D2,D0,D1,isect0,isect1,isectpoint0,isectpoint1);
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}
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else
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{
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/* triangles are coplanar */
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return 1;
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}
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return 0;
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@@ -538,7 +556,7 @@ inline int compute_intervals_isectline(float VERT0[3],float VERT1[3],float VERT2
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/* here we know that D0D2<=0.0 */ \
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/* that is D0, D1 are on the same side, D2 on the other or on the plane */ \
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isect2(VERT2,VERT0,VERT1,VV2,VV0,VV1,D2,D0,D1,&isect0,&isect1,isectpoint0,isectpoint1); \
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}
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}
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#if 0
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else if(D0D2>0.0f) \
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{ \
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@@ -628,7 +646,7 @@ int tri_tri_intersect_with_isectline(float V0[3],float V1[3],float V2[3],
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dv0dv1=dv0*dv1;
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dv0dv2=dv0*dv2;
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if(dv0dv1>0.0f && dv0dv2>0.0f) /* same sign on all of them + not equal 0 ? */
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return 0; /* no intersection occurs */
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@@ -647,7 +665,7 @@ int tri_tri_intersect_with_isectline(float V0[3],float V1[3],float V2[3],
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vp0=V0[index];
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vp1=V1[index];
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vp2=V2[index];
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up0=U0[index];
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up1=U1[index];
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up2=U2[index];
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@@ -655,7 +673,7 @@ int tri_tri_intersect_with_isectline(float V0[3],float V1[3],float V2[3],
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/* compute interval for triangle 1 */
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*coplanar=compute_intervals_isectline(V0,V1,V2,vp0,vp1,vp2,dv0,dv1,dv2,
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dv0dv1,dv0dv2,&isect1[0],&isect1[1],isectpointA1,isectpointA2);
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if(*coplanar) return coplanar_tri_tri(N1,V0,V1,V2,U0,U1,U2);
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if(*coplanar) return coplanar_tri_tri(N1,V0,V1,V2,U0,U1,U2);
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/* compute interval for triangle 2 */
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@@ -693,12 +711,12 @@ int tri_tri_intersect_with_isectline(float V0[3],float V1[3],float V2[3],
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if(isect2[1]>isect1[1])
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{
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if(smallest1==0) { SET(isectpt2,isectpointA2); }
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else { SET(isectpt2,isectpointA1); }
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else { SET(isectpt2,isectpointA1); }
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}
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else
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{
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if(smallest2==0) { SET(isectpt2,isectpointB2); }
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else { SET(isectpt2,isectpointB1); }
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else { SET(isectpt2,isectpointB1); }
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}
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}
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return 1;
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