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#include "CGLA/Vec4f.h"
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#include "Triangle.h"
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using namespace std;
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using namespace CGLA;
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const float EPSILON = 0.000001;
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Triangle::Triangle(const CGLA::Vec3f& _v0, 
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									 const CGLA::Vec3f& _v1, 
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									 const CGLA::Vec3f& _v2,
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									 const CGLA::Vec3f& _vn0,
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									 const CGLA::Vec3f& _vn1,
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									 const CGLA::Vec3f& _vn2,
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									 const CGLA::Vec3f& _en0,
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									 const CGLA::Vec3f& _en1,
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									 const CGLA::Vec3f& _en2)
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{
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	vert[0]  =_v0;
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	vert[1]  =_v1;
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	vert[2]  =_v2;
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#ifdef COMPUTE_SIGN
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	vert_norm[0] = _vn0;
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	vert_norm[1] = _vn1;
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	vert_norm[2] = _vn2;
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	edge_norm[0] = _en0;
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	edge_norm[1] = _en1;
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	edge_norm[2] = _en2;
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#endif
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	face_norm = normalize(cross(vert[1]-vert[0], vert[2]-vert[0]));
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	for(int i=0;i<3;++i)
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		{
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			int j= (i+1)%3;
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			edge[i] = vert[j]-vert[i];
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			tri_plane_edge_norm[i] = cross(face_norm, edge[i]);
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			edge_len[i] = edge[i].length();
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		}
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}
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// Moellers method
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bool Triangle::intersect(const CGLA::Vec3f& orig,
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												 const CGLA::Vec3f& dir, float&t) const
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{
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	Vec3f tvec, pvec, qvec;
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	float det,inv_det;
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   /* begin calculating determinant - also used to calculate U parameter */
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   pvec = cross(dir, -edge[2]);
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   /* if determinant is near zero, ray lies in plane of triangle */
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   det = dot(edge[0], pvec);
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   if (det > -EPSILON && det < EPSILON)
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     return 0;
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   inv_det = 1.0 / det;
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   /* calculate distance from v0 to ray origin */
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   tvec =  orig - vert[0];
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   /* calculate U parameter and test bounds */
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   float u = dot(tvec, pvec) * inv_det;
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   if (u < 0.0 || u > 1.0)
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     return false;
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   /* prepare to test V parameter */
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   qvec = cross(tvec, edge[0]);
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   /* calculate V parameter and test bounds */
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   float v = dot(dir, qvec) * inv_det;
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   if (v < 0.0 || u + v > 1.0)
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     return false;
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   /* calculate t, ray intersects triangle */
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   t = dot(-edge[2], qvec) * inv_det;
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   return true;
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}
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bool Triangle::signed_distance(const Vec3f& p, 
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															 float& sq_dist, float& sgn) const
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{
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	int vertex_scores[3] = {0,0,0};
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	Vec3f closest_pnt, normal;
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	int idx_0;
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	// Loop over all three edges.
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	for(idx_0=0; idx_0<3; ++idx_0)
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		{
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			const int idx_1 = (idx_0+1) % 3;
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			const Vec3f dir_3d = edge[idx_0]/edge_len[idx_0];
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			const float t = dot(p - vert[idx_0], dir_3d);
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			if(t <= 0)
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				{
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					++vertex_scores[idx_0];
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					if(vertex_scores[idx_0] == 2)
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						{
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							closest_pnt = vert[idx_0];
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#ifdef COMPUTE_SIGN
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							normal = vert_norm[idx_0];
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#endif
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							break;
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						}
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				}
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			else if(t >= edge_len[idx_0])
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				{
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					++vertex_scores[idx_1];
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					if(vertex_scores[idx_1] == 2)
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						{
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							closest_pnt = vert[idx_1];
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#ifdef COMPUTE_SIGN
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							normal = vert_norm[idx_1];
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#endif
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							break;
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						}
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				}
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			else if(dot(tri_plane_edge_norm[idx_0], p-vert[idx_0]) <=0)
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				{
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					closest_pnt=vert[idx_0]+t*dir_3d;
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#ifdef COMPUTE_SIGN
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					normal = edge_norm[idx_0];
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#endif
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					break;
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				}
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		}
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	if(idx_0 == 3)
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		{
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			closest_pnt = p - face_norm*(dot(p-vert[0],face_norm));
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#ifdef COMPUTE_SIGN
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			normal = face_norm;
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#endif
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		}
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	sq_dist = sqr_length(p-closest_pnt);
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#ifdef COMPUTE_SIGN
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	// Compute dot product with angle weighted normal, and
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	// assign the sign based on the result.
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	if(dot(normal, p-closest_pnt) >=0)
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		sgn = 1.0f;
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	else
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		sgn = -1.0f;
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#else
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	sgn = 1.0f;
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#endif
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	return true;
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}
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