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create/src/Mod/Mesh/App/WildMagic4/Wm4IntrTriangle2Triangle2.cpp
2011-10-10 13:44:52 +00:00

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