Files
kraken/kraken/KRTriangle3.cpp
Kearwood Gilbert ef5b940eaf Windows port WIP
--HG--
branch : feature-windows-support
2017-01-08 21:20:53 -08:00

328 lines
9.7 KiB
C++
Executable File
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
//
// KRTriangle.cpp
// Kraken
//
// Created by Kearwood Gilbert on 2/8/2014.
// Copyright (c) 2014 Kearwood Software. All rights reserved.
//
#include "KRTriangle3.h"
#include "KRVector3.h"
KRTriangle3::KRTriangle3(const KRVector3 &v1, const KRVector3 &v2, const KRVector3 &v3)
{
m_c[0] = v1;
m_c[1] = v2;
m_c[2] = v3;
}
KRTriangle3::KRTriangle3(const KRTriangle3 &tri)
{
m_c[0] = tri[0];
m_c[1] = tri[1];
m_c[3] = tri[3];
}
KRTriangle3::~KRTriangle3()
{
}
bool KRTriangle3::operator ==(const KRTriangle3& b) const
{
return m_c[0] == b[0] && m_c[1] == b[1] && m_c[2] == b[2];
}
bool KRTriangle3::operator !=(const KRTriangle3& b) const
{
return m_c[0] != b[0] || m_c[1] != b[1] || m_c[2] != b[2];
}
KRTriangle3& KRTriangle3::operator =(const KRTriangle3& b)
{
m_c[0] = b[0];
m_c[1] = b[1];
m_c[3] = b[3];
return *this;
}
KRVector3& KRTriangle3::operator[](unsigned i)
{
return m_c[i];
}
KRVector3 KRTriangle3::operator[](unsigned i) const
{
return m_c[i];
}
bool KRTriangle3::rayCast(const KRVector3 &start, const KRVector3 &dir, KRVector3 &hit_point) const
{
// algorithm based on Dan Sunday's implementation at http://geomalgorithms.com/a06-_intersect-2.html
const float SMALL_NUM = 0.00000001; // anything that avoids division overflow
KRVector3 u, v, n; // triangle vectors
KRVector3 w0, w; // ray vectors
float r, a, b; // params to calc ray-plane intersect
// get triangle edge vectors and plane normal
u = m_c[1] - m_c[0];
v = m_c[2] - m_c[0];
n = KRVector3::Cross(u, v); // cross product
if (n == KRVector3::Zero()) // triangle is degenerate
return false; // do not deal with this case
w0 = start - m_c[0];
a = -KRVector3::Dot(n, w0);
b = KRVector3::Dot(n,dir);
if (fabs(b) < SMALL_NUM) { // ray is parallel to triangle plane
if (a == 0)
return false; // ray lies in triangle plane
else {
return false; // ray disjoint from plane
}
}
// get intersect point of ray with triangle plane
r = a / b;
if (r < 0.0) // ray goes away from triangle
return false; // => no intersect
// for a segment, also test if (r > 1.0) => no intersect
KRVector3 plane_hit_point = start + dir * r; // intersect point of ray and plane
// is plane_hit_point inside triangle?
float uu, uv, vv, wu, wv, D;
uu = KRVector3::Dot(u,u);
uv = KRVector3::Dot(u,v);
vv = KRVector3::Dot(v,v);
w = plane_hit_point - m_c[0];
wu = KRVector3::Dot(w,u);
wv = KRVector3::Dot(w,v);
D = uv * uv - uu * vv;
// get and test parametric coords
float s, t;
s = (uv * wv - vv * wu) / D;
if (s < 0.0 || s > 1.0) // plane_hit_point is outside triangle
return false;
t = (uv * wu - uu * wv) / D;
if (t < 0.0 || (s + t) > 1.0) // plane_hit_point is outside triangle
return false;
// plane_hit_point is inside the triangle
hit_point = plane_hit_point;
return true;
}
KRVector3 KRTriangle3::calculateNormal() const
{
KRVector3 v1 = m_c[1] - m_c[0];
KRVector3 v2 = m_c[2] - m_c[0];
return KRVector3::Normalize(KRVector3::Cross(v1, v2));
}
bool _intersectSphere(const KRVector3 &start, const KRVector3 &dir, const KRVector3 &sphere_center, float sphere_radius, float &distance)
{
// dir must be normalized
// From: http://archive.gamedev.net/archive/reference/articles/article1026.html
// TODO - Move to another class?
KRVector3 Q = sphere_center - start;
float c = Q.magnitude();
float v = KRVector3::Dot(Q, dir);
float d = sphere_radius * sphere_radius - (c * c - v * v);
if(d < 0.0) {
// No intersection
return false;
}
// Return the distance to the [first] intersecting point
distance = v - sqrt(d);
if(distance < 0.0f) {
return false;
}
return true;
}
bool _sameSide(const KRVector3 &p1, const KRVector3 &p2, const KRVector3 &a, const KRVector3 &b)
{
// TODO - Move to KRVector3 class?
// From: http://stackoverflow.com/questions/995445/determine-if-a-3d-point-is-within-a-triangle
KRVector3 cp1 = KRVector3::Cross(b - a, p1 - a);
KRVector3 cp2 = KRVector3::Cross(b - a, p2 - a);
if(KRVector3::Dot(cp1, cp2) >= 0) return true;
return false;
}
KRVector3 _closestPointOnLine(const KRVector3 &a, const KRVector3 &b, const KRVector3 &p)
{
// From: http://stackoverflow.com/questions/995445/determine-if-a-3d-point-is-within-a-triangle
// Determine t (the length of the vector from a to p)
KRVector3 c = p - a;
KRVector3 V = KRVector3::Normalize(b - a);
float d = (a - b).magnitude();
float t = KRVector3::Dot(V, c);
// Check to see if t is beyond the extents of the line segment
if (t < 0) return a;
if (t > d) return b;
// Return the point between a and b
return a + V * t;
}
KRVector3 KRTriangle3::closestPointOnTriangle(const KRVector3 &p) const
{
KRVector3 a = m_c[0];
KRVector3 b = m_c[1];
KRVector3 c = m_c[2];
KRVector3 Rab = _closestPointOnLine(a, b, p);
KRVector3 Rbc = _closestPointOnLine(b, c, p);
KRVector3 Rca = _closestPointOnLine(c, a, p);
// return closest [Rab, Rbc, Rca] to p;
float sd_Rab = (p - Rab).sqrMagnitude();
float sd_Rbc = (p - Rbc).sqrMagnitude();
float sd_Rca = (p - Rca).sqrMagnitude();
if(sd_Rab < sd_Rbc && sd_Rab < sd_Rca) {
return Rab;
} else if(sd_Rbc < sd_Rab && sd_Rbc < sd_Rca) {
return Rbc;
} else {
return Rca;
}
}
bool KRTriangle3::sphereCast(const KRVector3 &start, const KRVector3 &dir, float radius, KRVector3 &hit_point, float &hit_distance) const
{
// Dir must be normalized
const float SMALL_NUM = 0.001f; // anything that avoids division overflow
KRVector3 tri_normal = calculateNormal();
float d = KRVector3::Dot(tri_normal, m_c[0]);
float e = KRVector3::Dot(tri_normal, start) - radius;
float cotangent_distance = e - d;
KRVector3 plane_intersect;
float plane_intersect_distance;
float denom = KRVector3::Dot(tri_normal, dir);
if(denom > -SMALL_NUM) {
return false; // dir is co-planar with the triangle or going in the direction of the normal; no intersection
}
// Detect an embedded plane, caused by a sphere that is already intersecting the plane.
if(cotangent_distance <= 0 && cotangent_distance >= -radius * 2.0f) {
// Embedded plane - Sphere is already intersecting the plane.
// Use the point closest to the origin of the sphere as the intersection
plane_intersect = start - tri_normal * (cotangent_distance + radius);
plane_intersect_distance = 0.0f;
} else {
// Sphere is not intersecting the plane
// Determine the first point hit by the swept sphere on the triangle's plane
plane_intersect_distance = -(cotangent_distance / denom);
plane_intersect = start + dir * plane_intersect_distance - tri_normal * radius;
}
if(plane_intersect_distance < 0.0f) {
return false;
}
if(containsPoint(plane_intersect)) {
// Triangle contains point
hit_point = plane_intersect;
hit_distance = plane_intersect_distance;
return true;
} else {
// Triangle does not contain point, cast ray back to sphere from closest point on triangle edge or vertice
KRVector3 closest_point = closestPointOnTriangle(plane_intersect);
float reverse_hit_distance;
if(_intersectSphere(closest_point, -dir, start, radius, reverse_hit_distance)) {
// Reverse cast hit sphere
hit_distance = reverse_hit_distance;
hit_point = closest_point;
return true;
} else {
// Reverse cast did not hit sphere
return false;
}
}
}
bool KRTriangle3::containsPoint(const KRVector3 &p) const
{
/*
// From: http://stackoverflow.com/questions/995445/determine-if-a-3d-point-is-within-a-triangle
const float SMALL_NUM = 0.00000001f; // anything that avoids division overflow
// KRVector3 A = m_c[0], B = m_c[1], C = m_c[2];
if (_sameSide(p, m_c[0], m_c[1], m_c[2]) && _sameSide(p, m_c[1], m_c[0], m_c[2]) && _sameSide(p, m_c[2], m_c[0], m_c[1])) {
KRVector3 vc1 = KRVector3::Cross(m_c[0] - m_c[1], m_c[0] - m_c[2]);
if(fabs(KRVector3::Dot(m_c[0] - p, vc1)) <= SMALL_NUM) {
return true;
}
}
return false;
*/
// From: http://blogs.msdn.com/b/rezanour/archive/2011/08/07/barycentric-coordinates-and-point-in-triangle-tests.aspx
KRVector3 A = m_c[0];
KRVector3 B = m_c[1];
KRVector3 C = m_c[2];
KRVector3 P = p;
// Prepare our barycentric variables
KRVector3 u = B - A;
KRVector3 v = C - A;
KRVector3 w = P - A;
KRVector3 vCrossW = KRVector3::Cross(v, w);
KRVector3 vCrossU = KRVector3::Cross(v, u);
// Test sign of r
if (KRVector3::Dot(vCrossW, vCrossU) < 0)
return false;
KRVector3 uCrossW = KRVector3::Cross(u, w);
KRVector3 uCrossV = KRVector3::Cross(u, v);
// Test sign of t
if (KRVector3::Dot(uCrossW, uCrossV) < 0)
return false;
// At this point, we know that r and t and both > 0.
// Therefore, as long as their sum is <= 1, each must be less <= 1
float denom = uCrossV.magnitude();
float r = vCrossW.magnitude() / denom;
float t = uCrossW.magnitude() / denom;
return (r + t <= 1);
}