git-svn-id: https://free-cad.svn.sourceforge.net/svnroot/free-cad/trunk@5000 e8eeb9e2-ec13-0410-a4a9-efa5cf37419d
735 lines
23 KiB
C++
735 lines
23 KiB
C++
// Wild Magic Source Code
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// David Eberly
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// http://www.geometrictools.com
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// Copyright (c) 1998-2007
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published by
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// the Free Software Foundation; either version 2.1 of the License, or (at
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// your option) any later version. The license is available for reading at
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// either of the locations:
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// http://www.gnu.org/copyleft/lgpl.html
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// http://www.geometrictools.com/License/WildMagicLicense.pdf
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// The license applies to versions 0 through 4 of Wild Magic.
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//
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// Version: 4.0.0 (2006/06/28)
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#include "Wm4FoundationPCH.h"
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#include "Wm4IntrTriangle2Triangle2.h"
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namespace Wm4
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{
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//----------------------------------------------------------------------------
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template <class Real>
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IntrTriangle2Triangle2<Real>::IntrTriangle2Triangle2 (
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const Triangle2<Real>& rkTriangle0, const Triangle2<Real>& rkTriangle1)
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:
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m_rkTriangle0(rkTriangle0),
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m_rkTriangle1(rkTriangle1)
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{
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m_iQuantity = 0;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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const Triangle2<Real>& IntrTriangle2Triangle2<Real>::GetTriangle0 () const
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{
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return m_rkTriangle0;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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const Triangle2<Real>& IntrTriangle2Triangle2<Real>::GetTriangle1 () const
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{
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return m_rkTriangle1;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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bool IntrTriangle2Triangle2<Real>::Test ()
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{
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int i0, i1;
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Vector2<Real> kDir;
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// test edges of triangle0 for separation
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for (i0 = 0, i1 = 2; i0 < 3; i1 = i0, i0++)
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{
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// test axis V0[i1] + t*perp(V0[i0]-V0[i1]), perp(x,y) = (y,-x)
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kDir.X() = m_rkTriangle0.V[i0].Y() - m_rkTriangle0.V[i1].Y();
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kDir.Y() = m_rkTriangle0.V[i1].X() - m_rkTriangle0.V[i0].X();
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if (WhichSide(m_rkTriangle1.V,m_rkTriangle0.V[i1],kDir) > 0)
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{
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// triangle1 is entirely on positive side of triangle0 edge
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return false;
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}
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}
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// test edges of triangle1 for separation
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for (i0 = 0, i1 = 2; i0 < 3; i1 = i0, i0++)
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{
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// test axis V1[i1] + t*perp(V1[i0]-V1[i1]), perp(x,y) = (y,-x)
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kDir.X() = m_rkTriangle1.V[i0].Y() - m_rkTriangle1.V[i1].Y();
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kDir.Y() = m_rkTriangle1.V[i1].X() - m_rkTriangle1.V[i0].X();
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if (WhichSide(m_rkTriangle0.V,m_rkTriangle1.V[i1],kDir) > 0)
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{
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// triangle0 is entirely on positive side of triangle1 edge
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return false;
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}
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}
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return true;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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bool IntrTriangle2Triangle2<Real>::Find ()
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{
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// The potential intersection is initialized to triangle1. The set of
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// vertices is refined based on clipping against each edge of triangle0.
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m_iQuantity = 3;
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for (int i = 0; i < 3; i++)
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{
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m_akPoint[i] = m_rkTriangle1.V[i];
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}
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for (int i1 = 2, i0 = 0; i0 < 3; i1 = i0, i0++)
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{
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// clip against edge <V0[i1],V0[i0]>
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Vector2<Real> kN(
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m_rkTriangle0.V[i1].Y() - m_rkTriangle0.V[i0].Y(),
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m_rkTriangle0.V[i0].X() - m_rkTriangle0.V[i1].X());
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Real fC = kN.Dot(m_rkTriangle0.V[i1]);
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ClipConvexPolygonAgainstLine(kN,fC,m_iQuantity,m_akPoint);
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if (m_iQuantity == 0)
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{
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// triangle completely clipped, no intersection occurs
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return false;
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}
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}
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return true;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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bool IntrTriangle2Triangle2<Real>::Test (Real fTMax,
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const Vector2<Real>& rkVelocity0, const Vector2<Real>& rkVelocity1)
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{
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// process as if V0-triangle is stationary and V1-triangle is moving
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Vector2<Real> kW = rkVelocity1 - rkVelocity0;
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int iSide = 0; // 0 = NONE, -1 = LEFT, +1 = RIGHT
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Real fTFirst = (Real)0.0;
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Real fTLast = Math<Real>::MAX_REAL;
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Configuration kCfg0, kCfg1, kTCfg0, kTCfg1;
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int i0, i1, i2;
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Vector2<Real> kD;
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Real fSpeed;
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// process edges of V0-triangle
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for (i0 = 1, i1 = 2, i2 = 0; i2 < 3; i0 = i1, i1 = i2, i2++)
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{
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// test axis V0[i1] + t*perp(V0[i2]-V0[i1]), perp(x,y) = (y,-x)
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kD.X() = m_rkTriangle0.V[i2].Y() - m_rkTriangle0.V[i1].Y();
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kD.Y() = m_rkTriangle0.V[i1].X() - m_rkTriangle0.V[i2].X();
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fSpeed = kD.Dot(kW);
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ComputeTwo(kCfg0,m_rkTriangle0.V,kD,i0,i1,i2);
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ComputeThree(kCfg1,m_rkTriangle1.V,kD,m_rkTriangle0.V[i1]);
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if (NoIntersect(kCfg0,kCfg1,fTMax,fSpeed,iSide,kTCfg0,kTCfg1,
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fTFirst,fTLast))
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{
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return false;
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}
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}
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// process edges of V1-triangle
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for (i0 = 1, i1 = 2, i2 = 0; i2 < 3; i0 = i1, i1 = i2, i2++)
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{
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// test axis V1[i1] + t*perp(V1[i2]-V1[i1]), perp(x,y) = (y,-x)
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kD.X() = m_rkTriangle1.V[i2].Y() - m_rkTriangle1.V[i1].Y();
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kD.Y() = m_rkTriangle1.V[i1].X() - m_rkTriangle1.V[i2].X();
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fSpeed = kD.Dot(kW);
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ComputeTwo(kCfg1,m_rkTriangle1.V,kD,i0,i1,i2);
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ComputeThree(kCfg0,m_rkTriangle0.V,kD,m_rkTriangle1.V[i1]);
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if (NoIntersect(kCfg0,kCfg1,fTMax,fSpeed,iSide,kTCfg0,kTCfg1,
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fTFirst,fTLast))
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{
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return false;
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}
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}
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m_fContactTime = fTFirst;
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return true;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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bool IntrTriangle2Triangle2<Real>::Find (Real fTMax,
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const Vector2<Real>& rkVelocity0, const Vector2<Real>& rkVelocity1)
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{
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// process as if V0-triangle is stationary and V1-triangle is moving
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Vector2<Real> kW = rkVelocity1 - rkVelocity0;
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int iSide = 0; // 0 = NONE, -1 = LEFT, +1 = RIGHT
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Real fTFirst = (Real)0.0;
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Real fTLast = Math<Real>::MAX_REAL;
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Configuration kCfg0, kCfg1, kTCfg0, kTCfg1;
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int i0, i1, i2;
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Vector2<Real> kD;
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Real fSpeed;
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// process edges of V0-triangle
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for (i0 = 1, i1 = 2, i2 = 0; i2 < 3; i0 = i1, i1 = i2, i2++)
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{
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// test axis V0[i1] + t*perp(V0[i2]-V0[i1]), perp(x,y) = (y,-x)
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kD.X() = m_rkTriangle0.V[i2].Y() - m_rkTriangle0.V[i1].Y();
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kD.Y() = m_rkTriangle0.V[i1].X() - m_rkTriangle0.V[i2].X();
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fSpeed = kD.Dot(kW);
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ComputeTwo(kCfg0,m_rkTriangle0.V,kD,i0,i1,i2);
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ComputeThree(kCfg1,m_rkTriangle1.V,kD,m_rkTriangle0.V[i1]);
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if (NoIntersect(kCfg0,kCfg1,fTMax,fSpeed,iSide,kTCfg0,kTCfg1,
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fTFirst,fTLast))
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{
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return false;
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}
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}
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// process edges of V1-triangle
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for (i0 = 1, i1 = 2, i2 = 0; i2 < 3; i0 = i1, i1 = i2, i2++)
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{
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// test axis V1[i1] + t*perp(V1[i2]-V1[i1]), perp(x,y) = (y,-x)
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kD.X() = m_rkTriangle1.V[i2].Y() - m_rkTriangle1.V[i1].Y();
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kD.Y() = m_rkTriangle1.V[i1].X() - m_rkTriangle1.V[i2].X();
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fSpeed = kD.Dot(kW);
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ComputeTwo(kCfg1,m_rkTriangle1.V,kD,i0,i1,i2);
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ComputeThree(kCfg0,m_rkTriangle0.V,kD,m_rkTriangle1.V[i1]);
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if (NoIntersect(kCfg0,kCfg1,fTMax,fSpeed,iSide,kTCfg0,kTCfg1,
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fTFirst,fTLast))
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{
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return false;
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}
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}
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// move triangles to first contact
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Vector2<Real> akMoveV0[3], akMoveV1[3];
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for (int i = 0; i < 3; i++)
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{
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akMoveV0[i] = m_rkTriangle0.V[i] + fTFirst*rkVelocity0;
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akMoveV1[i] = m_rkTriangle1.V[i] + fTFirst*rkVelocity1;
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};
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GetIntersection(kTCfg0,kTCfg1,iSide,akMoveV0,akMoveV1,m_iQuantity,
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m_akPoint);
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m_fContactTime = fTFirst;
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return m_iQuantity > 0;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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int IntrTriangle2Triangle2<Real>::GetQuantity () const
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{
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return m_iQuantity;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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const Vector2<Real>& IntrTriangle2Triangle2<Real>::GetPoint (int i) const
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{
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assert(0 <= i && i < m_iQuantity);
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return m_akPoint[i];
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}
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//----------------------------------------------------------------------------
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template <class Real>
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int IntrTriangle2Triangle2<Real>::WhichSide (const Vector2<Real> akV[3],
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const Vector2<Real>& rkP, const Vector2<Real>& rkD)
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{
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// Vertices are projected to the form P+t*D. Return value is +1 if all
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// t > 0, -1 if all t < 0, 0 otherwise, in which case the line splits the
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// triangle.
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int iPositive = 0, iNegative = 0, iZero = 0;
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for (int i = 0; i < 3; i++)
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{
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Real fT = rkD.Dot(akV[i] - rkP);
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if (fT > (Real)0.0)
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{
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iPositive++;
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}
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else if (fT < (Real)0.0)
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{
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iNegative++;
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}
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else
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{
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iZero++;
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}
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if (iPositive > 0 && iNegative > 0)
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{
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return 0;
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}
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}
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return (iZero == 0 ? (iPositive > 0 ? 1 : -1) : 0);
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}
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//----------------------------------------------------------------------------
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template <class Real>
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void IntrTriangle2Triangle2<Real>::ClipConvexPolygonAgainstLine (
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const Vector2<Real>& rkN, Real fC, int& riQuantity,
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Vector2<Real> akV[6])
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{
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// The input vertices are assumed to be in counterclockwise order. The
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// ordering is an invariant of this function.
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// test on which side of line the vertices are
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int iPositive = 0, iNegative = 0, iPIndex = -1;
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Real afTest[6];
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int i;
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for (i = 0; i < riQuantity; i++)
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{
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afTest[i] = rkN.Dot(akV[i]) - fC;
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if (afTest[i] > (Real)0.0)
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{
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iPositive++;
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if (iPIndex < 0)
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{
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iPIndex = i;
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}
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}
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else if (afTest[i] < (Real)0.0)
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{
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iNegative++;
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}
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}
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if (iPositive > 0)
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{
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if (iNegative > 0)
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{
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// line transversely intersects polygon
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Vector2<Real> akCV[6];
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int iCQuantity = 0, iCur, iPrv;
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Real fT;
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if (iPIndex > 0)
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{
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// first clip vertex on line
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iCur = iPIndex;
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iPrv = iCur-1;
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fT = afTest[iCur]/(afTest[iCur] - afTest[iPrv]);
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akCV[iCQuantity++] = akV[iCur]+fT*(akV[iPrv]-akV[iCur]);
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// vertices on positive side of line
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while (iCur < riQuantity && afTest[iCur] > (Real)0.0)
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{
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akCV[iCQuantity++] = akV[iCur++];
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}
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// last clip vertex on line
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if (iCur < riQuantity)
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{
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iPrv = iCur-1;
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}
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else
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{
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iCur = 0;
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iPrv = riQuantity - 1;
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}
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fT = afTest[iCur]/(afTest[iCur] - afTest[iPrv]);
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akCV[iCQuantity++] = akV[iCur]+fT*(akV[iPrv]-akV[iCur]);
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}
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else // iPIndex is 0
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{
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// vertices on positive side of line
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iCur = 0;
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while (iCur < riQuantity && afTest[iCur] > (Real)0.0)
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{
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akCV[iCQuantity++] = akV[iCur++];
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}
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// last clip vertex on line
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iPrv = iCur-1;
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fT = afTest[iCur]/(afTest[iCur] - afTest[iPrv]);
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akCV[iCQuantity++] = akV[iCur]+fT*(akV[iPrv]-akV[iCur]);
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// skip vertices on negative side
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while (iCur < riQuantity && afTest[iCur] <= (Real)0.0)
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{
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iCur++;
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}
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// first clip vertex on line
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if (iCur < riQuantity)
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{
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iPrv = iCur-1;
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fT = afTest[iCur]/(afTest[iCur] - afTest[iPrv]);
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akCV[iCQuantity++] = akV[iCur]+fT*(akV[iPrv]-akV[iCur]);
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// vertices on positive side of line
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while (iCur < riQuantity && afTest[iCur] > (Real)0.0)
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{
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akCV[iCQuantity++] = akV[iCur++];
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}
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}
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else
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{
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// iCur = 0
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iPrv = riQuantity - 1;
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fT = afTest[0]/(afTest[0] - afTest[iPrv]);
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akCV[iCQuantity++] = akV[0]+fT*(akV[iPrv]-akV[0]);
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}
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}
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riQuantity = iCQuantity;
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size_t uiSize = iCQuantity*sizeof(Vector2<Real>);
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System::Memcpy(akV,uiSize,akCV,uiSize);
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}
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// else polygon fully on positive side of line, nothing to do
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}
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else
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{
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// polygon does not intersect positive side of line, clip all
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riQuantity = 0;
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}
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}
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//----------------------------------------------------------------------------
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template <class Real>
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void IntrTriangle2Triangle2<Real>::ComputeTwo (Configuration& rkCfg,
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const Vector2<Real> akV[3], const Vector2<Real>& rkD, int i0, int i1,
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int i2)
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{
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rkCfg.Map = M12;
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rkCfg.Index[0] = i0;
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rkCfg.Index[1] = i1;
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rkCfg.Index[2] = i2;
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rkCfg.Min = rkD.Dot(akV[i0] - akV[i1]);
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rkCfg.Max = (Real)0.0;
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}
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//----------------------------------------------------------------------------
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template <class Real>
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void IntrTriangle2Triangle2<Real>::ComputeThree (Configuration& rkCfg,
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const Vector2<Real> akV[3], const Vector2<Real>& rkD,
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const Vector2<Real>& rkP)
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{
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Real fD0 = rkD.Dot(akV[0] - rkP);
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Real fD1 = rkD.Dot(akV[1] - rkP);
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Real fD2 = rkD.Dot(akV[2] - rkP);
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// Make sure that m_aiIndex[...] is an even permutation of (0,1,2)
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// whenever the map value is M12 or M21. This is needed to guarantee
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// the intersection of overlapping edges is properly computed.
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if (fD0 <= fD1)
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{
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if (fD1 <= fD2) // d0 <= d1 <= d2
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{
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if (fD0 != fD1)
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{
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rkCfg.Map = (fD1 != fD2 ? M11 : M12);
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}
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else
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{
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rkCfg.Map = M21;
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}
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rkCfg.Index[0] = 0;
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rkCfg.Index[1] = 1;
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rkCfg.Index[2] = 2;
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rkCfg.Min = fD0;
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rkCfg.Max = fD2;
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}
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else if (fD0 <= fD2) // d0 <= d2 < d1
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{
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if (fD0 != fD2)
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{
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rkCfg.Map = M11;
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rkCfg.Index[0] = 0;
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rkCfg.Index[1] = 2;
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rkCfg.Index[2] = 1;
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}
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else
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{
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rkCfg.Map = M21;
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rkCfg.Index[0] = 2;
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rkCfg.Index[1] = 0;
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rkCfg.Index[2] = 1;
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}
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rkCfg.Min = fD0;
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rkCfg.Max = fD1;
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}
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else // d2 < d0 <= d1
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{
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|
rkCfg.Map = (fD0 != fD1 ? M12 : M11);
|
|
rkCfg.Index[0] = 2;
|
|
rkCfg.Index[1] = 0;
|
|
rkCfg.Index[2] = 1;
|
|
rkCfg.Min = fD2;
|
|
rkCfg.Max = fD1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (fD2 <= fD1) // d2 <= d1 < d0
|
|
{
|
|
if (fD2 != fD1)
|
|
{
|
|
rkCfg.Map = M11;
|
|
rkCfg.Index[0] = 2;
|
|
rkCfg.Index[1] = 1;
|
|
rkCfg.Index[2] = 0;
|
|
}
|
|
else
|
|
{
|
|
rkCfg.Map = M21;
|
|
rkCfg.Index[0] = 1;
|
|
rkCfg.Index[1] = 2;
|
|
rkCfg.Index[2] = 0;
|
|
}
|
|
|
|
rkCfg.Min = fD2;
|
|
rkCfg.Max = fD0;
|
|
}
|
|
else if (fD2 <= fD0) // d1 < d2 <= d0
|
|
{
|
|
rkCfg.Map = (fD2 != fD0 ? M11 : M12);
|
|
rkCfg.Index[0] = 1;
|
|
rkCfg.Index[1] = 2;
|
|
rkCfg.Index[2] = 0;
|
|
rkCfg.Min = fD1;
|
|
rkCfg.Max = fD0;
|
|
}
|
|
else // d1 < d0 < d2
|
|
{
|
|
rkCfg.Map = M11;
|
|
rkCfg.Index[0] = 1;
|
|
rkCfg.Index[1] = 0;
|
|
rkCfg.Index[2] = 2;
|
|
rkCfg.Min = fD1;
|
|
rkCfg.Max = fD2;
|
|
}
|
|
}
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
template <class Real>
|
|
bool IntrTriangle2Triangle2<Real>::NoIntersect (
|
|
const Configuration& rkCfg0, const Configuration& rkCfg1, Real fTMax,
|
|
Real fSpeed, int& riSide, Configuration& rkTCfg0, Configuration& rkTCfg1,
|
|
Real& rfTFirst, Real& rfTLast)
|
|
{
|
|
Real fInvSpeed, fT;
|
|
|
|
if (rkCfg1.Max < rkCfg0.Min)
|
|
{
|
|
// V1-interval initially on left of V0-interval
|
|
if (fSpeed <= (Real)0.0)
|
|
{
|
|
return true; // intervals moving apart
|
|
}
|
|
|
|
// update first time
|
|
fInvSpeed = ((Real)1.0)/fSpeed;
|
|
fT = (rkCfg0.Min - rkCfg1.Max)*fInvSpeed;
|
|
if (fT > rfTFirst)
|
|
{
|
|
rfTFirst = fT;
|
|
riSide = -1;
|
|
rkTCfg0 = rkCfg0;
|
|
rkTCfg1 = rkCfg1;
|
|
}
|
|
|
|
// test for exceedance of time interval
|
|
if (rfTFirst > fTMax)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// update last time
|
|
fT = (rkCfg0.Max - rkCfg1.Min)*fInvSpeed;
|
|
if (fT < rfTLast)
|
|
{
|
|
rfTLast = fT;
|
|
}
|
|
|
|
// test for separation
|
|
if (rfTFirst > rfTLast)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else if ( rkCfg0.Max < rkCfg1.Min )
|
|
{
|
|
// V1-interval initially on right of V0-interval
|
|
if (fSpeed >= (Real)0.0)
|
|
{
|
|
return true; // intervals moving apart
|
|
}
|
|
|
|
// update first time
|
|
fInvSpeed = ((Real)1.0)/fSpeed;
|
|
fT = (rkCfg0.Max - rkCfg1.Min)*fInvSpeed;
|
|
if (fT > rfTFirst)
|
|
{
|
|
rfTFirst = fT;
|
|
riSide = 1;
|
|
rkTCfg0 = rkCfg0;
|
|
rkTCfg1 = rkCfg1;
|
|
}
|
|
|
|
// test for exceedance of time interval
|
|
if (rfTFirst > fTMax)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// update last time
|
|
fT = (rkCfg0.Min - rkCfg1.Max)*fInvSpeed;
|
|
if (fT < rfTLast)
|
|
{
|
|
rfTLast = fT;
|
|
}
|
|
|
|
// test for separation
|
|
if (rfTFirst > rfTLast)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// V0-interval and V1-interval initially overlap
|
|
if (fSpeed > (Real)0.0)
|
|
{
|
|
// update last time
|
|
fInvSpeed = ((Real)1.0)/fSpeed;
|
|
fT = (rkCfg0.Max - rkCfg1.Min)*fInvSpeed;
|
|
if (fT < rfTLast)
|
|
{
|
|
rfTLast = fT;
|
|
}
|
|
|
|
// test for separation
|
|
if (rfTFirst > rfTLast)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
else if (fSpeed < (Real)0.0)
|
|
{
|
|
// update last time
|
|
fInvSpeed = ((Real)1.0)/fSpeed;
|
|
fT = (rkCfg0.Min - rkCfg1.Max)*fInvSpeed;
|
|
if (fT < rfTLast)
|
|
{
|
|
rfTLast = fT;
|
|
}
|
|
|
|
// test for separation
|
|
if (rfTFirst > rfTLast)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
template <class Real>
|
|
void IntrTriangle2Triangle2<Real>::GetIntersection (
|
|
const Configuration& rkCfg0, const Configuration& rkCfg1, int iSide,
|
|
const Vector2<Real> akV0[3], const Vector2<Real> akV1[3], int& riQuantity,
|
|
Vector2<Real> akVertex[6])
|
|
{
|
|
Vector2<Real> kEdge, kDiff;
|
|
const Vector2<Real>* pkOrigin;
|
|
Real fInvEdE, fMin, fMax;
|
|
int i;
|
|
|
|
if (iSide == 1) // V1-interval contacts V0-interval on right
|
|
{
|
|
if (rkCfg0.Map == M21 || rkCfg0.Map == M11)
|
|
{
|
|
riQuantity = 1;
|
|
akVertex[0] = akV0[rkCfg0.Index[2]];
|
|
}
|
|
else if (rkCfg1.Map == M12 || rkCfg1.Map == M11)
|
|
{
|
|
riQuantity = 1;
|
|
akVertex[0] = akV1[rkCfg1.Index[0]];
|
|
}
|
|
else // rkCfg0.Map == M12 && rkCfg1.Map == M21 (edge overlap)
|
|
{
|
|
pkOrigin = &akV0[rkCfg0.Index[1]];
|
|
kEdge = akV0[rkCfg0.Index[2]] - *pkOrigin;
|
|
fInvEdE = ((Real)1.0)/kEdge.Dot(kEdge);
|
|
kDiff = akV1[rkCfg1.Index[1]] - *pkOrigin;
|
|
fMin = kEdge.Dot(kDiff)*fInvEdE;
|
|
kDiff = akV1[rkCfg1.Index[0]] - *pkOrigin;
|
|
fMax = kEdge.Dot(kDiff)*fInvEdE;
|
|
assert(fMin <= fMax);
|
|
Intersector1<Real> kIntr((Real)0.0,(Real)1.0,fMin,fMax);
|
|
riQuantity = kIntr.GetQuantity();
|
|
assert(riQuantity > 0);
|
|
for (i = 0; i < riQuantity; i++)
|
|
{
|
|
akVertex[i] = *pkOrigin + kIntr.GetOverlap(i)*kEdge;
|
|
}
|
|
}
|
|
}
|
|
else if (iSide == -1) // V1-interval contacts V0-interval on left
|
|
{
|
|
if (rkCfg1.Map == M21 || rkCfg1.Map == M11)
|
|
{
|
|
riQuantity = 1;
|
|
akVertex[0] = akV1[rkCfg1.Index[2]];
|
|
}
|
|
else if (rkCfg0.Map == M12 || rkCfg0.Map == M11)
|
|
{
|
|
riQuantity = 1;
|
|
akVertex[0] = akV0[rkCfg0.Index[0]];
|
|
}
|
|
else // rkCfg1.Map == M12 && rkCfg0.Map == M21 (edge overlap)
|
|
{
|
|
pkOrigin = &akV1[rkCfg1.Index[1]];
|
|
kEdge = akV1[rkCfg1.Index[2]] - *pkOrigin;
|
|
fInvEdE = 1.0f/kEdge.Dot(kEdge);
|
|
kDiff = akV0[rkCfg0.Index[1]] - *pkOrigin;
|
|
fMin = kEdge.Dot(kDiff)*fInvEdE;
|
|
kDiff = akV0[rkCfg0.Index[0]] - *pkOrigin;
|
|
fMax = kEdge.Dot(kDiff)*fInvEdE;
|
|
assert(fMin <= fMax);
|
|
Intersector1<Real> kIntr((Real)0.0,(Real)1.0,fMin,fMax);
|
|
riQuantity = kIntr.GetQuantity();
|
|
assert(riQuantity > 0);
|
|
for (i = 0; i < riQuantity; i++)
|
|
{
|
|
akVertex[i] = *pkOrigin + kIntr.GetOverlap(i)*kEdge;
|
|
}
|
|
}
|
|
}
|
|
else // triangles were initially intersecting
|
|
{
|
|
Triangle2<Real> kTri0(akV0), kTri1(akV1);
|
|
IntrTriangle2Triangle2 kIntr(kTri0,kTri1);
|
|
kIntr.Find();
|
|
riQuantity = kIntr.GetQuantity();
|
|
for (i = 0; i < riQuantity; i++)
|
|
{
|
|
akVertex[i] = kIntr.GetPoint(i);
|
|
}
|
|
}
|
|
}
|
|
//----------------------------------------------------------------------------
|
|
|
|
//----------------------------------------------------------------------------
|
|
// explicit instantiation
|
|
//----------------------------------------------------------------------------
|
|
template WM4_FOUNDATION_ITEM
|
|
class IntrTriangle2Triangle2<float>;
|
|
|
|
template WM4_FOUNDATION_ITEM
|
|
class IntrTriangle2Triangle2<double>;
|
|
//----------------------------------------------------------------------------
|
|
}
|