1 | |
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2 | //! if OPC_TRITRI_EPSILON_TEST is true then we do a check (if |dv|<EPSILON then dv=0.0;) else no check is done (which is less robust, but faster) |
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3 | #define LOCAL_EPSILON 0.000001f |
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4 | |
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5 | //! sort so that a<=b |
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6 | #define SORT(a,b) \ |
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7 | if(a>b) \ |
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8 | { \ |
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9 | const float c=a; \ |
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10 | a=b; \ |
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11 | b=c; \ |
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12 | } |
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13 | |
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14 | //! Edge to edge test based on Franlin Antonio's gem: "Faster Line Segment Intersection", in Graphics Gems III, pp. 199-202 |
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15 | #define EDGE_EDGE_TEST(V0, U0, U1) \ |
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16 | Bx = U0[i0] - U1[i0]; \ |
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17 | By = U0[i1] - U1[i1]; \ |
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18 | Cx = V0[i0] - U0[i0]; \ |
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19 | Cy = V0[i1] - U0[i1]; \ |
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20 | f = Ay*Bx - Ax*By; \ |
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21 | d = By*Cx - Bx*Cy; \ |
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22 | if((f>0.0f && d>=0.0f && d<=f) || (f<0.0f && d<=0.0f && d>=f)) \ |
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23 | { \ |
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24 | const float e=Ax*Cy - Ay*Cx; \ |
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25 | if(f>0.0f) \ |
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26 | { \ |
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27 | if(e>=0.0f && e<=f) return TRUE; \ |
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28 | } \ |
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29 | else \ |
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30 | { \ |
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31 | if(e<=0.0f && e>=f) return TRUE; \ |
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32 | } \ |
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33 | } |
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34 | |
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35 | //! TO BE DOCUMENTED |
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36 | #define EDGE_AGAINST_TRI_EDGES(V0, V1, U0, U1, U2) \ |
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37 | { \ |
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38 | float Bx,By,Cx,Cy,d,f; \ |
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39 | const float Ax = V1[i0] - V0[i0]; \ |
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40 | const float Ay = V1[i1] - V0[i1]; \ |
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41 | /* test edge U0,U1 against V0,V1 */ \ |
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42 | EDGE_EDGE_TEST(V0, U0, U1); \ |
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43 | /* test edge U1,U2 against V0,V1 */ \ |
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44 | EDGE_EDGE_TEST(V0, U1, U2); \ |
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45 | /* test edge U2,U1 against V0,V1 */ \ |
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46 | EDGE_EDGE_TEST(V0, U2, U0); \ |
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47 | } |
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48 | |
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49 | //! TO BE DOCUMENTED |
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50 | #define POINT_IN_TRI(V0, U0, U1, U2) \ |
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51 | { \ |
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52 | /* is T1 completly inside T2? */ \ |
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53 | /* check if V0 is inside tri(U0,U1,U2) */ \ |
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54 | float a = U1[i1] - U0[i1]; \ |
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55 | float b = -(U1[i0] - U0[i0]); \ |
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56 | float c = -a*U0[i0] - b*U0[i1]; \ |
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57 | float d0 = a*V0[i0] + b*V0[i1] + c; \ |
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58 | \ |
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59 | a = U2[i1] - U1[i1]; \ |
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60 | b = -(U2[i0] - U1[i0]); \ |
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61 | c = -a*U1[i0] - b*U1[i1]; \ |
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62 | const float d1 = a*V0[i0] + b*V0[i1] + c; \ |
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63 | \ |
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64 | a = U0[i1] - U2[i1]; \ |
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65 | b = -(U0[i0] - U2[i0]); \ |
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66 | c = -a*U2[i0] - b*U2[i1]; \ |
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67 | const float d2 = a*V0[i0] + b*V0[i1] + c; \ |
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68 | if(d0*d1>0.0f) \ |
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69 | { \ |
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70 | if(d0*d2>0.0f) return TRUE; \ |
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71 | } \ |
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72 | } |
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73 | |
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74 | //! TO BE DOCUMENTED |
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75 | BOOL CoplanarTriTri(const Point& n, const Point& v0, const Point& v1, const Point& v2, const Point& u0, const Point& u1, const Point& u2) |
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76 | { |
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77 | float A[3]; |
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78 | short i0,i1; |
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79 | /* first project onto an axis-aligned plane, that maximizes the area */ |
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80 | /* of the triangles, compute indices: i0,i1. */ |
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81 | A[0] = fabsf(n[0]); |
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82 | A[1] = fabsf(n[1]); |
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83 | A[2] = fabsf(n[2]); |
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84 | if(A[0]>A[1]) |
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85 | { |
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86 | if(A[0]>A[2]) |
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87 | { |
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88 | i0=1; /* A[0] is greatest */ |
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89 | i1=2; |
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90 | } |
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91 | else |
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92 | { |
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93 | i0=0; /* A[2] is greatest */ |
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94 | i1=1; |
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95 | } |
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96 | } |
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97 | else /* A[0]<=A[1] */ |
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98 | { |
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99 | if(A[2]>A[1]) |
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100 | { |
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101 | i0=0; /* A[2] is greatest */ |
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102 | i1=1; |
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103 | } |
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104 | else |
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105 | { |
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106 | i0=0; /* A[1] is greatest */ |
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107 | i1=2; |
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108 | } |
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109 | } |
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110 | |
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111 | /* test all edges of triangle 1 against the edges of triangle 2 */ |
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112 | EDGE_AGAINST_TRI_EDGES(v0, v1, u0, u1, u2); |
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113 | EDGE_AGAINST_TRI_EDGES(v1, v2, u0, u1, u2); |
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114 | EDGE_AGAINST_TRI_EDGES(v2, v0, u0, u1, u2); |
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115 | |
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116 | /* finally, test if tri1 is totally contained in tri2 or vice versa */ |
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117 | POINT_IN_TRI(v0, u0, u1, u2); |
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118 | POINT_IN_TRI(u0, v0, v1, v2); |
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119 | |
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120 | return FALSE; |
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121 | } |
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122 | |
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123 | //! TO BE DOCUMENTED |
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124 | #define NEWCOMPUTE_INTERVALS(VV0, VV1, VV2, D0, D1, D2, D0D1, D0D2, A, B, C, X0, X1) \ |
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125 | { \ |
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126 | if(D0D1>0.0f) \ |
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127 | { \ |
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128 | /* here we know that D0D2<=0.0 */ \ |
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129 | /* that is D0, D1 are on the same side, D2 on the other or on the plane */ \ |
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130 | A=VV2; B=(VV0 - VV2)*D2; C=(VV1 - VV2)*D2; X0=D2 - D0; X1=D2 - D1; \ |
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131 | } \ |
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132 | else if(D0D2>0.0f) \ |
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133 | { \ |
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134 | /* here we know that d0d1<=0.0 */ \ |
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135 | A=VV1; B=(VV0 - VV1)*D1; C=(VV2 - VV1)*D1; X0=D1 - D0; X1=D1 - D2; \ |
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136 | } \ |
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137 | else if(D1*D2>0.0f || D0!=0.0f) \ |
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138 | { \ |
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139 | /* here we know that d0d1<=0.0 or that D0!=0.0 */ \ |
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140 | A=VV0; B=(VV1 - VV0)*D0; C=(VV2 - VV0)*D0; X0=D0 - D1; X1=D0 - D2; \ |
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141 | } \ |
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142 | else if(D1!=0.0f) \ |
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143 | { \ |
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144 | A=VV1; B=(VV0 - VV1)*D1; C=(VV2 - VV1)*D1; X0=D1 - D0; X1=D1 - D2; \ |
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145 | } \ |
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146 | else if(D2!=0.0f) \ |
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147 | { \ |
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148 | A=VV2; B=(VV0 - VV2)*D2; C=(VV1 - VV2)*D2; X0=D2 - D0; X1=D2 - D1; \ |
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149 | } \ |
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150 | else \ |
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151 | { \ |
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152 | /* triangles are coplanar */ \ |
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153 | return CoplanarTriTri(N1, V0, V1, V2, U0, U1, U2); \ |
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154 | } \ |
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155 | } |
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156 | |
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157 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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158 | /** |
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159 | * Triangle/triangle intersection test routine, |
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160 | * by Tomas Moller, 1997. |
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161 | * See article "A Fast Triangle-Triangle Intersection Test", |
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162 | * Journal of Graphics Tools, 2(2), 1997 |
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163 | * |
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164 | * Updated June 1999: removed the divisions -- a little faster now! |
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165 | * Updated October 1999: added {} to CROSS and SUB macros |
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166 | * |
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167 | * int NoDivTriTriIsect(float V0[3],float V1[3],float V2[3], |
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168 | * float U0[3],float U1[3],float U2[3]) |
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169 | * |
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170 | * \param V0 [in] triangle 0, vertex 0 |
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171 | * \param V1 [in] triangle 0, vertex 1 |
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172 | * \param V2 [in] triangle 0, vertex 2 |
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173 | * \param U0 [in] triangle 1, vertex 0 |
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174 | * \param U1 [in] triangle 1, vertex 1 |
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175 | * \param U2 [in] triangle 1, vertex 2 |
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176 | * \return true if triangles overlap |
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177 | */ |
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178 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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179 | inline_ BOOL AABBTreeCollider::TriTriOverlap(const Point& V0, const Point& V1, const Point& V2, const Point& U0, const Point& U1, const Point& U2) |
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180 | { |
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181 | // Stats |
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182 | mNbPrimPrimTests++; |
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183 | |
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184 | // Compute plane equation of triangle(V0,V1,V2) |
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185 | Point E1 = V1 - V0; |
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186 | Point E2 = V2 - V0; |
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187 | const Point N1 = E1 ^ E2; |
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188 | const float d1 =-N1 | V0; |
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189 | // Plane equation 1: N1.X+d1=0 |
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190 | |
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191 | // Put U0,U1,U2 into plane equation 1 to compute signed distances to the plane |
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192 | float du0 = (N1|U0) + d1; |
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193 | float du1 = (N1|U1) + d1; |
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194 | float du2 = (N1|U2) + d1; |
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195 | |
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196 | // Coplanarity robustness check |
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197 | #ifdef OPC_TRITRI_EPSILON_TEST |
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198 | if(fabsf(du0)<LOCAL_EPSILON) du0 = 0.0f; |
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199 | if(fabsf(du1)<LOCAL_EPSILON) du1 = 0.0f; |
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200 | if(fabsf(du2)<LOCAL_EPSILON) du2 = 0.0f; |
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201 | #endif |
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202 | const float du0du1 = du0 * du1; |
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203 | const float du0du2 = du0 * du2; |
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204 | |
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205 | if(du0du1>0.0f && du0du2>0.0f) // same sign on all of them + not equal 0 ? |
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206 | return FALSE; // no intersection occurs |
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207 | |
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208 | // Compute plane of triangle (U0,U1,U2) |
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209 | E1 = U1 - U0; |
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210 | E2 = U2 - U0; |
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211 | const Point N2 = E1 ^ E2; |
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212 | const float d2=-N2 | U0; |
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213 | // plane equation 2: N2.X+d2=0 |
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214 | |
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215 | // put V0,V1,V2 into plane equation 2 |
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216 | float dv0 = (N2|V0) + d2; |
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217 | float dv1 = (N2|V1) + d2; |
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218 | float dv2 = (N2|V2) + d2; |
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219 | |
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220 | #ifdef OPC_TRITRI_EPSILON_TEST |
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221 | if(fabsf(dv0)<LOCAL_EPSILON) dv0 = 0.0f; |
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222 | if(fabsf(dv1)<LOCAL_EPSILON) dv1 = 0.0f; |
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223 | if(fabsf(dv2)<LOCAL_EPSILON) dv2 = 0.0f; |
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224 | #endif |
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225 | |
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226 | const float dv0dv1 = dv0 * dv1; |
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227 | const float dv0dv2 = dv0 * dv2; |
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228 | |
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229 | if(dv0dv1>0.0f && dv0dv2>0.0f) // same sign on all of them + not equal 0 ? |
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230 | return FALSE; // no intersection occurs |
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231 | |
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232 | // Compute direction of intersection line |
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233 | const Point D = N1^N2; |
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234 | |
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235 | // Compute and index to the largest component of D |
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236 | float max=fabsf(D[0]); |
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237 | short index=0; |
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238 | float bb=fabsf(D[1]); |
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239 | float cc=fabsf(D[2]); |
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240 | if(bb>max) max=bb,index=1; |
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241 | if(cc>max) max=cc,index=2; |
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242 | |
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243 | // This is the simplified projection onto L |
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244 | const float vp0 = V0[index]; |
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245 | const float vp1 = V1[index]; |
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246 | const float vp2 = V2[index]; |
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247 | |
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248 | const float up0 = U0[index]; |
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249 | const float up1 = U1[index]; |
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250 | const float up2 = U2[index]; |
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251 | |
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252 | // Compute interval for triangle 1 |
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253 | float a,b,c,x0,x1; |
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254 | NEWCOMPUTE_INTERVALS(vp0,vp1,vp2,dv0,dv1,dv2,dv0dv1,dv0dv2,a,b,c,x0,x1); |
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255 | |
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256 | // Compute interval for triangle 2 |
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257 | float d,e,f,y0,y1; |
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258 | NEWCOMPUTE_INTERVALS(up0,up1,up2,du0,du1,du2,du0du1,du0du2,d,e,f,y0,y1); |
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259 | |
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260 | const float xx=x0*x1; |
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261 | const float yy=y0*y1; |
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262 | const float xxyy=xx*yy; |
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263 | |
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264 | float isect1[2], isect2[2]; |
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265 | |
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266 | float tmp=a*xxyy; |
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267 | isect1[0]=tmp+b*x1*yy; |
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268 | isect1[1]=tmp+c*x0*yy; |
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269 | |
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270 | tmp=d*xxyy; |
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271 | isect2[0]=tmp+e*xx*y1; |
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272 | isect2[1]=tmp+f*xx*y0; |
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273 | |
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274 | SORT(isect1[0],isect1[1]); |
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275 | SORT(isect2[0],isect2[1]); |
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276 | |
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277 | if(isect1[1]<isect2[0] || isect2[1]<isect1[0]) return FALSE; |
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278 | return TRUE; |
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279 | } |
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