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Diffstat (limited to 'Source/Internal/collisiondetection.cpp')
-rw-r--r-- | Source/Internal/collisiondetection.cpp | 1394 |
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diff --git a/Source/Internal/collisiondetection.cpp b/Source/Internal/collisiondetection.cpp new file mode 100644 index 00000000..4ac20b7a --- /dev/null +++ b/Source/Internal/collisiondetection.cpp @@ -0,0 +1,1394 @@ +//----------------------------------------------------------------------------- +// Name: collisiondetection.cpp +// Developer: Wolfire Games LLC +// Author: David Rosen +// Description: This file handles collision detection functions +// License: Read below +//----------------------------------------------------------------------------- +// +// Copyright 2022 Wolfire Games LLC +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +// +//----------------------------------------------------------------------------- +#include "collisiondetection.h" + +#include <Math/enginemath.h> +#include <Math/vec3math.h> + +#include <cmath> +#include <cstddef> //For NULL + +//----------------------------------------------------------------------------- +//Functions +//----------------------------------------------------------------------------- + +bool DistancePointLine( const vec3 &point, const vec3 &line_start, const vec3 &line_end, float *the_distance, vec3 *intersection ) +{ + float LineMag; + float U; + + LineMag = distance( line_end, line_start ); + + U = ( ( ( point.x() - line_start.x() ) * ( line_end.x() - line_start.x() ) ) + + ( ( point.y() - line_start.y() ) * ( line_end.y() - line_start.y() ) ) + + ( ( point.z() - line_start.z() ) * ( line_end.z() - line_start.z() ) ) ) / + ( LineMag * LineMag ); + + if( U < 0.0f || U > 1.0f ){ + if(distance_squared(point, line_start)<distance_squared(point,line_end)){ + *intersection = line_start; + *the_distance = distance(point, line_start); + } + else { + *intersection = line_end; + *the_distance = distance(point, line_end); + } + return 0; // closest point does not fall within the line segment + } + + intersection->x() = line_start.x() + U * ( line_end.x() - line_start.x() ); + intersection->y() = line_start.y() + U * ( line_end.y() - line_start.y() ); + intersection->z() = line_start.z() + U * ( line_end.z() - line_start.z() ); + + *the_distance = distance( point, *intersection ); + + return 1; +} + +bool sphere_line_intersection ( + const vec3& p1, const vec3& p2, const vec3& p3, const float &r, vec3 *ret ) +{ + // x1,p1->y,p1->z P1 coordinates (point of line) + // p2->x,p2->y,p2->z P2 coordinates (point of line) + // p3->x,p3->y,p3->z, r P3 coordinates and radius (sphere) + // x,y,z intersection coordinates + // + // This function returns a pointer array which first index indicates + // the number of intersection point, followed by coordinate pairs. + + if(p1.x()>p3.x()+r&&p2.x()>p3.x()+r)return(0); + if(p1.x()<p3.x()-r&&p2.x()<p3.x()-r)return(0); + if(p1.y()>p3.y()+r&&p2.y()>p3.y()+r)return(0); + if(p1.y()<p3.y()-r&&p2.y()<p3.y()-r)return(0); + if(p1.z()>p3.z()+r&&p2.z()>p3.z()+r)return(0); + if(p1.z()<p3.z()-r&&p2.z()<p3.z()-r)return(0); + + float a, b, c, i ; + + a = square(p2.x() - p1.x()) + square(p2.y() - p1.y()) + square(p2.z() - p1.z()); + b = 2* ( (p2.x() - p1.x())*(p1.x() - p3.x()) + + (p2.y() - p1.y())*(p1.y() - p3.y()) + + (p2.z() - p1.z())*(p1.z() - p3.z()) ) ; + c = square(p3.x()) + square(p3.y()) + + square(p3.z()) + square(p1.x()) + + square(p1.y()) + square(p1.z()) - + 2* ( p3.x()*p1.x() + p3.y()*p1.y() + p3.z()*p1.z() ) - square(r) ; + i = b * b - 4 * a * c ; + + if ( i < 0.0f ) + { + // no intersection + return(0); + } + else + { + if(ret){ + float mu = (-b - sqrtf(i)) / (2*a); + ret->x() = p1.x() + mu*(p2.x()-p1.x()); + ret->y() = p1.y() + mu*(p2.y()-p1.y()); + ret->z() = p1.z() + mu*(p2.z()-p1.z()); + } + return(1); + } +} + +//Check if a point is in a triangle +bool inTriangle(const vec3 &pointv, const vec3 &normal, const vec3 &p1v, const vec3 &p2v, const vec3 &p3v) +{ + float u0, u1, u2; + float v0, v1, v2; + float a, b; + float maximum; + int i=0, j=0; + bool bInter = 0; + + vec3 new_norm; + new_norm.x()=fabsf(normal.x()); + new_norm.y()=fabsf(normal.y()); + new_norm.z()=fabsf(normal.z()); + + if(new_norm.x()>new_norm.y())maximum = new_norm.x(); + else maximum = new_norm.y(); + if(maximum<new_norm.z())maximum=new_norm.z(); + + if (maximum == fabs(normal.x())) {i = 1; j = 2;} + if (maximum == fabs(normal.y())) {i = 0; j = 2;} + if (maximum == fabs(normal.z())) {i = 0; j = 1;} + + u0 = pointv[i] - p1v[i]; + v0 = pointv[j] - p1v[j]; + u1 = p2v[i] - p1v[i]; + v1 = p2v[j] - p1v[j]; + u2 = p3v[i] - p1v[i]; + v2 = p3v[j] - p1v[j]; + + if (u1 > -0.00001f && u1 < 0.00001f) + { + b = u0 / u2; + if (0.0f <= b && b <= 1.0f) + { + a = (v0 - b * v2) / v1; + if ((a >= 0.0f) && (( a + b ) <= 1.0f)) + bInter = 1; + } + } + else + { + b = (v0 * u1 - u0 * v1) / (v2 * u1 - u2 * v1); + if (0.0f <= b && b <= 1.0f) + { + a = (u0 - b * u2) / u1; + if ((a >= 0.0f) && (( a + b ) <= 1.0f )) + bInter = 1; + } + } + + return bInter; +} + +//Check if a point is in a triangle +vec3 barycentric(const vec3 &pointv, const vec3 &normal, const vec3 &p1v, const vec3 &p2v, const vec3 &p3v) +{ + float u0, u1, u2; + float v0, v1, v2; + float a=0, b=0; + float maximum; + int i=0, j=0; + + vec3 new_norm; + new_norm.x()=fabsf(normal.x()); + new_norm.y()=fabsf(normal.y()); + new_norm.z()=fabsf(normal.z()); + + if(new_norm.x()>new_norm.y())maximum = new_norm.x(); + else maximum = new_norm.y(); + if(maximum<new_norm.z())maximum=new_norm.z(); + + if (maximum == fabs(normal.x())) {i = 1; j = 2;} + if (maximum == fabs(normal.y())) {i = 0; j = 2;} + if (maximum == fabs(normal.z())) {i = 0; j = 1;} + + u0 = pointv[i] - p1v[i]; + v0 = pointv[j] - p1v[j]; + u1 = p2v[i] - p1v[i]; + v1 = p2v[j] - p1v[j]; + u2 = p3v[i] - p1v[i]; + v2 = p3v[j] - p1v[j]; + + if (u1 > -0.00001f && u1 < 0.00001f) + { + b = u0 / u2; + //if (0.0f <= b && b <= 1.0f) + //{ + a = (v0 - b * v2) / v1; + //if ((a >= 0.0f) && (( a + b ) <= 1.0f)) + //bInter = 1; + //} + } + else + { + b = (v0 * u1 - u0 * v1) / (v2 * u1 - u2 * v1); + //if (0.0f <= b && b <= 1.0f) + //{ + a = (u0 - b * u2) / u1; + //if ((a >= 0.0f) && (( a + b ) <= 1.0f )) + //bInter = 1; + //} + } + + return vec3(1-a-b, a, b); +} + + +//Check if a line collides with a triangle +int LineFacet(const vec3 &p1,const vec3 &p2,const vec3 &pa,const vec3 &pb,const vec3 &pc, vec3 *p, const vec3 &n) +{ + /*vec3 n; + n.x() = (pb.y() - pa.y())*(pc.z() - pa.z()) - (pb.z() - pa.z())*(pc.y() - pa.y()); + n.y() = (pb.z() - pa.z())*(pc.x() - pa.x()) - (pb.x() - pa.x())*(pc.z() - pa.z()); + n.z() = (pb.x() - pa.x())*(pc.y() - pa.y()) - (pb.y() - pa.y())*(pc.x() - pa.x()); + Normalise(&n); + + if(n!=an) + int blah=5;*/ + + //Calculate the position on the line that intersects the plane + float denom = n.x() * (p2.x() - p1.x()) + n.y() * (p2.y() - p1.y()) + n.z() * (p2.z() - p1.z()); + if (fabs(denom) < 0.0000001f) // Line and plane don't intersect + return 0; + float d = - n.x() * pa.x() - n.y() * pa.y() - n.z() * pa.z(); + float mu = - (d + n.x() * p1.x() + n.y() * p1.y() + n.z() * p1.z()) / denom; + if (mu < 0 || mu > 1) // Intersection not along line segment + return 0; + + p->x() = p1.x() + mu * (p2.x() - p1.x()); + p->y() = p1.y() + mu * (p2.y() - p1.y()); + p->z() = p1.z() + mu * (p2.z() - p1.z()); + + return inTriangle( *p, n, pa, pb, pc); +} + +//Check if a line collides with a triangle against the front face only +int LineFacetNoBackface(const vec3 &p1,const vec3 &p2,const vec3 &pa,const vec3 &pb,const vec3 &pc, vec3 *p, const vec3 &n) +{ + /*vec3 n; + n.x() = (pb.y() - pa.y())*(pc.z() - pa.z()) - (pb.z() - pa.z())*(pc.y() - pa.y()); + n.y() = (pb.z() - pa.z())*(pc.x() - pa.x()) - (pb.x() - pa.x())*(pc.z() - pa.z()); + n.z() = (pb.x() - pa.x())*(pc.y() - pa.y()) - (pb.y() - pa.y())*(pc.x() - pa.x()); + Normalise(&n); + + if(n!=an) + int blah=5;*/ + + vec3 dir = p2 - p1; + float n_dir_dot_prod = n.x()*dir.x() + n.y()*dir.y() + n.z()*dir.z(); + if (n_dir_dot_prod > 0) // omit backface collisions + return 0; + + //Calculate the position on the line that intersects the plane + float denom = n.x() * (p2.x() - p1.x()) + n.y() * (p2.y() - p1.y()) + n.z() * (p2.z() - p1.z()); + if (fabs(denom) < 0.0000001f) // Line and plane don't intersect + return 0; + float d = - n.x() * pa.x() - n.y() * pa.y() - n.z() * pa.z(); + float mu = - (d + n.x() * p1.x() + n.y() * p1.y() + n.z() * p1.z()) / denom; + if (mu < 0 || mu > 1) // Intersection not along line segment + return 0; + + p->x() = p1.x() + mu * (p2.x() - p1.x()); + p->y() = p1.y() + mu * (p2.y() - p1.y()); + p->z() = p1.z() + mu * (p2.z() - p1.z()); + + return inTriangle( *p, n, pa, pb, pc); +} + +//Check if a line collides with a triangle +int LineFacet(const vec3 &p1,const vec3 &p2,const vec3 &pa,const vec3 &pb,const vec3 &pc, vec3 *p) +{ + vec3 n; + n.x() = (pb.y() - pa.y())*(pc.z() - pa.z()) - (pb.z() - pa.z())*(pc.y() - pa.y()); + n.y() = (pb.z() - pa.z())*(pc.x() - pa.x()) - (pb.x() - pa.x())*(pc.z() - pa.z()); + n.z() = (pb.x() - pa.x())*(pc.y() - pa.y()) - (pb.y() - pa.y())*(pc.x() - pa.x()); + n = normalize(n); + + return LineFacet(p1, p2, pa, pb, pc, p, n); +} + + +bool lineBox(const vec3 &start, const vec3 &end,const vec3 &box_min,const vec3 &box_max, float *time) +{ + float st,et,fst = 0,fet = 1; + float const *bmin = &box_min.x(); + float const *bmax = &box_max.x(); + float const *si = &start.x(); + float const *ei = &end.x(); + + for (int i = 0; i < 3; i++) { + if (*si < *ei) { + if (*si > *bmax || *ei < *bmin) + return false; + float di = *ei - *si; + st = (*si < *bmin)? (*bmin - *si) / di: 0; + et = (*ei > *bmax)? (*bmax - *si) / di: 1; + } + else { + if (*ei > *bmax || *si < *bmin) + return false; + float di = *ei - *si; + st = (*si > *bmax)? (*bmax - *si) / di: 0; + et = (*ei < *bmin)? (*bmin - *si) / di: 1; + } + + if (st > fst) fst = st; + if (et < fet) fet = et; + if (fet < fst) + return false; + bmin++; bmax++; + si++; ei++; + } + + if(time)*time = fst; + return true; +} + +#define X 0 +#define Y 1 +#define Z 2 + +#define CROSS(dest,v1,v2) \ + dest[0]=v1[1]*v2[2]-v1[2]*v2[1]; \ + dest[1]=v1[2]*v2[0]-v1[0]*v2[2]; \ + dest[2]=v1[0]*v2[1]-v1[1]*v2[0]; + +#define DOT(v1,v2) (v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2]) + +#define SUB(dest,v1,v2) \ + dest[0]=v1[0]-v2[0]; \ + dest[1]=v1[1]-v2[1]; \ + dest[2]=v1[2]-v2[2]; + +#define FINDMINMAX(x0,x1,x2,min,max) \ + min = max = x0; \ + if(x1<min) min=x1;\ + if(x1>max) max=x1;\ + if(x2<min) min=x2;\ + if(x2>max) max=x2; + +int planeBoxOverlap(float normal[3],float d, float maxbox[3]) +{ + int q; + float vmin[3],vmax[3]; + for(q=X;q<=Z;q++) + { + if(normal[q]>0.0f) + { + vmin[q]=-maxbox[q]; + vmax[q]=maxbox[q]; + } + else + { + vmin[q]=maxbox[q]; + vmax[q]=-maxbox[q]; + } + } + if(DOT(normal,vmin)+d>0.0f) return 0; + if(DOT(normal,vmax)+d>=0.0f) return 1; + + return 0; +} + + +/*======================== X-tests ========================*/ +#define AXISTEST_X01(a, b, fa, fb) \ + p0 = a*v0[Y] - b*v0[Z]; \ + p2 = a*v2[Y] - b*v2[Z]; \ + if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} \ + rad = fa * boxhalfsize[Y] + fb * boxhalfsize[Z]; \ + if(min>rad || max<-rad) return 0; + +#define AXISTEST_X2(a, b, fa, fb) \ + p0 = a*v0[Y] - b*v0[Z]; \ + p1 = a*v1[Y] - b*v1[Z]; \ + if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \ + rad = fa * boxhalfsize[Y] + fb * boxhalfsize[Z]; \ + if(min>rad || max<-rad) return 0; + +/*======================== Y-tests ========================*/ +#define AXISTEST_Y02(a, b, fa, fb) \ + p0 = -a*v0[X] + b*v0[Z]; \ + p2 = -a*v2[X] + b*v2[Z]; \ + if(p0<p2) {min=p0; max=p2;} else {min=p2; max=p0;} \ + rad = fa * boxhalfsize[X] + fb * boxhalfsize[Z]; \ + if(min>rad || max<-rad) return 0; + +#define AXISTEST_Y1(a, b, fa, fb) \ + p0 = -a*v0[X] + b*v0[Z]; \ + p1 = -a*v1[X] + b*v1[Z]; \ + if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \ + rad = fa * boxhalfsize[X] + fb * boxhalfsize[Z]; \ + if(min>rad || max<-rad) return 0; + +/*======================== Z-tests ========================*/ + +#define AXISTEST_Z12(a, b, fa, fb) \ + p1 = a*v1[X] - b*v1[Y]; \ + p2 = a*v2[X] - b*v2[Y]; \ + if(p2<p1) {min=p2; max=p1;} else {min=p1; max=p2;} \ + rad = fa * boxhalfsize[X] + fb * boxhalfsize[Y]; \ + if(min>rad || max<-rad) return 0; + +#define AXISTEST_Z0(a, b, fa, fb) \ + p0 = a*v0[X] - b*v0[Y]; \ + p1 = a*v1[X] - b*v1[Y]; \ + if(p0<p1) {min=p0; max=p1;} else {min=p1; max=p0;} \ + rad = fa * boxhalfsize[X] + fb * boxhalfsize[Y]; \ + if(min>rad || max<-rad) return 0; + +bool triBoxOverlap(const vec3 &box_min, const vec3 &box_max, const vec3 &vert1, const vec3 &vert2, const vec3 &vert3) +{ + + /* use separating axis theorem to test overlap between triangle and box */ + /* need to test for overlap in these directions: */ + /* 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle */ + /* we do not even need to test these) */ + /* 2) normal of the triangle */ + /* 3) crossproduct(edge from tri, {x,y,z}-directin) */ + /* this gives 3x3=9 more tests */ + float boxcenter[3], boxhalfsize[3], triverts[3][3]; + boxcenter[0] = (box_min.x()+box_max.x())/2; + boxcenter[1] = (box_min.y()+box_max.y())/2; + boxcenter[2] = (box_min.z()+box_max.z())/2; + boxhalfsize[0] = (box_max.x()-box_min.x())/2; + boxhalfsize[1] = (box_max.y()-box_min.y())/2; + boxhalfsize[2] = (box_max.z()-box_min.z())/2; + + triverts[0][0] = vert1.x(); + triverts[0][1] = vert1.y(); + triverts[0][2] = vert1.z(); + triverts[1][0] = vert2.x(); + triverts[1][1] = vert2.y(); + triverts[1][2] = vert2.z(); + triverts[2][0] = vert3.x(); + triverts[2][1] = vert3.y(); + triverts[2][2] = vert3.z(); + + float v0[3],v1[3],v2[3]; + //float axis[3]; + float min,max,d,p0,p1,p2,rad,fex,fey,fez; + float normal[3],e0[3],e1[3],e2[3]; + + /* This is the fastest branch on Sun */ + /* move everything so that the boxcenter is in (0,0,0) */ + SUB(v0,triverts[0],boxcenter); + SUB(v1,triverts[1],boxcenter); + SUB(v2,triverts[2],boxcenter); + + /* compute triangle edges */ + SUB(e0,v1,v0); /* tri edge 0 */ + SUB(e1,v2,v1); /* tri edge 1 */ + SUB(e2,v0,v2); /* tri edge 2 */ + + /* Bullet 3: */ + /* test the 9 tests first (this was faster) */ + fex = fabsf(e0[X]); + fey = fabsf(e0[Y]); + fez = fabsf(e0[Z]); + AXISTEST_X01(e0[Z], e0[Y], fez, fey); + AXISTEST_Y02(e0[Z], e0[X], fez, fex); + AXISTEST_Z12(e0[Y], e0[X], fey, fex); + + fex = fabsf(e1[X]); + fey = fabsf(e1[Y]); + fez = fabsf(e1[Z]); + AXISTEST_X01(e1[Z], e1[Y], fez, fey); + AXISTEST_Y02(e1[Z], e1[X], fez, fex); + AXISTEST_Z0(e1[Y], e1[X], fey, fex); + + fex = fabsf(e2[X]); + fey = fabsf(e2[Y]); + fez = fabsf(e2[Z]); + AXISTEST_X2(e2[Z], e2[Y], fez, fey); + AXISTEST_Y1(e2[Z], e2[X], fez, fex); + AXISTEST_Z12(e2[Y], e2[X], fey, fex); + + /* Bullet 1: */ + /* first test overlap in the {x,y,z}-directions */ + /* find min, max of the triangle each direction, and test for overlap in */ + /* that direction -- this is equivalent to testing a minimal AABB around */ + /* the triangle against the AABB */ + + /* test in X-direction */ + FINDMINMAX(v0[X],v1[X],v2[X],min,max); + if(min>boxhalfsize[X] || max<-boxhalfsize[X]) return 0; + + /* test in Y-direction */ + FINDMINMAX(v0[Y],v1[Y],v2[Y],min,max); + if(min>boxhalfsize[Y] || max<-boxhalfsize[Y]) return 0; + + /* test in Z-direction */ + FINDMINMAX(v0[Z],v1[Z],v2[Z],min,max); + if(min>boxhalfsize[Z] || max<-boxhalfsize[Z]) return 0; + + /* Bullet 2: */ + /* test if the box intersects the plane of the triangle */ + /* compute plane equation of triangle: normal*x+d=0 */ + CROSS(normal,e0,e1); + d=-DOT(normal,v0); /* plane eq: normal.x()+d=0 */ + if(!planeBoxOverlap(normal,d,boxhalfsize)) return 0; + + return 1; /* box and triangle overlaps */ +} + +#undef X +#undef Y +#undef Z +#undef CROSS +#undef DOT +#undef SUB +#undef FINDMINMAX +#undef AXISTEST_X01 +#undef AXISTEST_X2 +#undef AXISTEST_Y02 +#undef AXISTEST_Y1 +#undef AXISTEST_Z12 +#undef AXISTEST_Z0 + +/* Triangle/triangle intersection test routine, + * by Tomas Moller, 1997. + * See article "A Fast Triangle-Triangle Intersection Test", + * Journal of Graphics Tools, 2(2), 1997 + * updated: 2001-06-20 (added line of intersection) + * + * int tri_tri_intersect(float V0[3],float V1[3],float V2[3], + * float U0[3],float U1[3],float U2[3]) + * + * parameters: vertices of triangle 1: V0,V1,V2 + * vertices of triangle 2: U0,U1,U2 + * result : returns 1 if the triangles intersect, otherwise 0 + * + * Here is a version withouts divisions (a little faster) + * int NoDivTriTriIsect(float V0[3],float V1[3],float V2[3], + * float U0[3],float U1[3],float U2[3]); + * + * This version computes the line of intersection as well (if they are not coplanar): + * int tri_tri_intersect_with_isectline(float V0[3],float V1[3],float V2[3], + * float U0[3],float U1[3],float U2[3],int *coplanar, + * float isectpt1[3],float isectpt2[3]); + * coplanar returns whether the tris are coplanar + * isectpt1, isectpt2 are the endpoints of the line of intersection + */ + +#include <math.h> + +//#define FABS(x) ((float)fabs(x)) /* implement as is fastest on your machine */ + +/* if USE_EPSILON_TEST is true then we do a check: + if |dv|<EPSILON then dv=0.0f; + else no check is done (which is less robust) +*/ +#define USE_EPSILON_TEST TRUE +#ifndef EPSILON +#define EPSILON 0.000001 // should be replaced by a const float; the previous def of EPSILON is 0.01 +#endif + + +/* some macros */ +#define CROSS(dest,v1,v2) \ + dest[0]=v1[1]*v2[2]-v1[2]*v2[1]; \ + dest[1]=v1[2]*v2[0]-v1[0]*v2[2]; \ + dest[2]=v1[0]*v2[1]-v1[1]*v2[0]; + +#define DOT(v1,v2) (v1[0]*v2[0]+v1[1]*v2[1]+v1[2]*v2[2]) + +#define SUB(dest,v1,v2) dest[0]=v1[0]-v2[0]; dest[1]=v1[1]-v2[1]; dest[2]=v1[2]-v2[2]; + +#define ADD(dest,v1,v2) dest[0]=v1[0]+v2[0]; dest[1]=v1[1]+v2[1]; dest[2]=v1[2]+v2[2]; + +#define MULT(dest,v,factor) dest[0]=factor*v[0]; dest[1]=factor*v[1]; dest[2]=factor*v[2]; + +#define SET(dest,src) dest[0]=src[0]; dest[1]=src[1]; dest[2]=src[2]; + +/* sort so that a<=b */ +/*#define SORT(a,b) \ + if(a>b) \ + { \ + float c; \ + c=a; \ + a=b; \ + b=c; \ + }*/ +void sort(float& a, float& b) { + if (a > b) { + float c = a; + a = b; + b = c; + } +} + +#define ISECT(VV0,VV1,VV2,D0,D1,D2,isect0,isect1) \ + isect0=VV0+(VV1-VV0)*D0/(D0-D1); \ + isect1=VV0+(VV2-VV0)*D0/(D0-D2); + + +#define COMPUTE_INTERVALS(VV0,VV1,VV2,D0,D1,D2,D0D1,D0D2,isect0,isect1) \ + if(D0D1>0.0f) \ + { \ + /* here we know that D0D2<=0.0 */ \ + /* that is D0, D1 are on the same side, D2 on the other or on the plane */ \ + ISECT(VV2,VV0,VV1,D2,D0,D1,isect0,isect1); \ + } \ + else if(D0D2>0.0f) \ + { \ + /* here we know that d0d1<=0.0 */ \ + ISECT(VV1,VV0,VV2,D1,D0,D2,isect0,isect1); \ + } \ + else if(D1*D2>0.0f || D0!=0.0f) \ + { \ + /* here we know that d0d1<=0.0 or that D0!=0.0 */ \ + ISECT(VV0,VV1,VV2,D0,D1,D2,isect0,isect1); \ + } \ + else if(D1!=0.0f) \ + { \ + ISECT(VV1,VV0,VV2,D1,D0,D2,isect0,isect1); \ + } \ + else if(D2!=0.0f) \ + { \ + ISECT(VV2,VV0,VV1,D2,D0,D1,isect0,isect1); \ + } \ + else \ + { \ + /* triangles are coplanar */ \ + return coplanar_tri_tri_OG(N1,V0,V1,V2,U0,U1,U2); \ + } + + + +/* this edge to edge test is based on Franlin Antonio's gem: + "Faster Line Segment Intersection", in Graphics Gems III, + pp. 199-202 */ +#define EDGE_EDGE_TEST(V0,U0,U1) \ + Bx=U0[i0]-U1[i0]; \ + By=U0[i1]-U1[i1]; \ + Cx=V0[i0]-U0[i0]; \ + Cy=V0[i1]-U0[i1]; \ + f=Ay*Bx-Ax*By; \ + d=By*Cx-Bx*Cy; \ + if((f>0 && d>=0 && d<=f) || (f<0 && d<=0 && d>=f)) \ + { \ + e=Ax*Cy-Ay*Cx; \ + if(f>0) \ + { \ + if(e>=0 && e<=f) return 1; \ + } \ + else \ + { \ + if(e<=0 && e>=f) return 1; \ + } \ + } + +#define EDGE_AGAINST_TRI_EDGES(V0,V1,U0,U1,U2) \ +{ \ + float Ax,Ay,Bx,By,Cx,Cy,e,d,f; \ + Ax=V1[i0]-V0[i0]; \ + Ay=V1[i1]-V0[i1]; \ + /* test edge U0,U1 against V0,V1 */ \ + EDGE_EDGE_TEST(V0,U0,U1); \ + /* test edge U1,U2 against V0,V1 */ \ + EDGE_EDGE_TEST(V0,U1,U2); \ + /* test edge U2,U1 against V0,V1 */ \ + EDGE_EDGE_TEST(V0,U2,U0); \ +} + +#define POINT_IN_TRI(V0,U0,U1,U2) \ +{ \ + float a,b,c,d0,d1,d2; \ + /* is T1 completly inside T2? */ \ + /* check if V0 is inside tri(U0,U1,U2) */ \ + a=U1[i1]-U0[i1]; \ + b=-(U1[i0]-U0[i0]); \ + c=-a*U0[i0]-b*U0[i1]; \ + d0=a*V0[i0]+b*V0[i1]+c; \ + \ + a=U2[i1]-U1[i1]; \ + b=-(U2[i0]-U1[i0]); \ + c=-a*U1[i0]-b*U1[i1]; \ + d1=a*V0[i0]+b*V0[i1]+c; \ + \ + a=U0[i1]-U2[i1]; \ + b=-(U0[i0]-U2[i0]); \ + c=-a*U2[i0]-b*U2[i1]; \ + d2=a*V0[i0]+b*V0[i1]+c; \ + if(d0*d1>0.0f) \ + { \ + if(d0*d2>0.0f) return 1; \ + } \ +} + +int coplanar_tri_tri_OG(float N[3],float V0[3],float V1[3],float V2[3], + float U0[3],float U1[3],float U2[3]) +{ + float A[3]; + short i0,i1; + /* first project onto an axis-aligned plane, that maximizes the area */ + /* of the triangles, compute indices: i0,i1. */ + A[0]=fabs(N[0]); + A[1]=fabs(N[1]); + A[2]=fabs(N[2]); + if(A[0]>A[1]) + { + if(A[0]>A[2]) + { + i0=1; /* A[0] is greatest */ + i1=2; + } + else + { + i0=0; /* A[2] is greatest */ + i1=1; + } + } + else /* A[0]<=A[1] */ + { + if(A[2]>A[1]) + { + i0=0; /* A[2] is greatest */ + i1=1; + } + else + { + i0=0; /* A[1] is greatest */ + i1=2; + } + } + + /* test all edges of triangle 1 against the edges of triangle 2 */ + EDGE_AGAINST_TRI_EDGES(V0,V1,U0,U1,U2); + EDGE_AGAINST_TRI_EDGES(V1,V2,U0,U1,U2); + EDGE_AGAINST_TRI_EDGES(V2,V0,U0,U1,U2); + + /* finally, test if tri1 is totally contained in tri2 or vice versa */ + POINT_IN_TRI(V0,U0,U1,U2); + POINT_IN_TRI(U0,V0,V1,V2); + + return 0; +} + + +int tri_tri_intersect(float V0[3],float V1[3],float V2[3], + float U0[3],float U1[3],float U2[3]) +{ + float E1[3],E2[3]; + float N1[3],N2[3],d1,d2; + float du0,du1,du2,dv0,dv1,dv2; + float D[3]; + float isect1[2], isect2[2]; + float du0du1,du0du2,dv0dv1,dv0dv2; + short index; + float vp0,vp1,vp2; + float up0,up1,up2; + float b,c,max; + + /* compute plane equation of triangle(V0,V1,V2) */ + SUB(E1,V1,V0); + SUB(E2,V2,V0); + CROSS(N1,E1,E2); + d1=-DOT(N1,V0); + /* plane equation 1: N1.X+d1=0 */ + + /* put U0,U1,U2 into plane equation 1 to compute signed distances to the plane*/ + du0=DOT(N1,U0)+d1; + du1=DOT(N1,U1)+d1; + du2=DOT(N1,U2)+d1; + + /* coplanarity robustness check */ +#if USE_EPSILON_TEST==TRUE + if(fabsf(du0)<EPSILON) du0=0.0f; + if(fabsf(du1)<EPSILON) du1=0.0f; + if(fabsf(du2)<EPSILON) du2=0.0f; +#endif + du0du1=du0*du1; + du0du2=du0*du2; + + if(du0du1>0.0f && du0du2>0.0f) /* same sign on all of them + not equal 0 ? */ + return 0; /* no intersection occurs */ + + /* compute plane of triangle (U0,U1,U2) */ + SUB(E1,U1,U0); + SUB(E2,U2,U0); + CROSS(N2,E1,E2); + d2=-DOT(N2,U0); + /* plane equation 2: N2.X+d2=0 */ + + /* put V0,V1,V2 into plane equation 2 */ + dv0=DOT(N2,V0)+d2; + dv1=DOT(N2,V1)+d2; + dv2=DOT(N2,V2)+d2; + +#if USE_EPSILON_TEST==TRUE + if(fabsf(dv0)<EPSILON) dv0=0.0f; + if(fabsf(dv1)<EPSILON) dv1=0.0f; + if(fabsf(dv2)<EPSILON) dv2=0.0f; +#endif + + dv0dv1=dv0*dv1; + dv0dv2=dv0*dv2; + + if(dv0dv1>0.0f && dv0dv2>0.0f) /* same sign on all of them + not equal 0 ? */ + return 0; /* no intersection occurs */ + + /* compute direction of intersection line */ + CROSS(D,N1,N2); + + /* compute and index to the largest component of D */ + max=fabsf(D[0]); + index=0; + b=fabsf(D[1]); + c=fabsf(D[2]); + if(b>max) max=b,index=1; + if(c>max) max=c,index=2; + + /* this is the simplified projection onto L*/ + vp0=V0[index]; + vp1=V1[index]; + vp2=V2[index]; + + up0=U0[index]; + up1=U1[index]; + up2=U2[index]; + + /* compute interval for triangle 1 */ + COMPUTE_INTERVALS(vp0,vp1,vp2,dv0,dv1,dv2,dv0dv1,dv0dv2,isect1[0],isect1[1]); + + /* compute interval for triangle 2 */ + COMPUTE_INTERVALS(up0,up1,up2,du0,du1,du2,du0du1,du0du2,isect2[0],isect2[1]); + + sort(isect1[0],isect1[1]); + sort(isect2[0],isect2[1]); + + if(isect1[1]<isect2[0] || isect2[1]<isect1[0]) return 0; + return 1; +} + + +#define NEWCOMPUTE_INTERVALS(VV0,VV1,VV2,D0,D1,D2,D0D1,D0D2,A,B,C,X0,X1) \ +{ \ + if(D0D1>0.0f) \ + { \ + /* here we know that D0D2<=0.0 */ \ + /* that is D0, D1 are on the same side, D2 on the other or on the plane */ \ + A=VV2; B=(VV0-VV2)*D2; C=(VV1-VV2)*D2; X0=D2-D0; X1=D2-D1; \ + } \ + else if(D0D2>0.0f)\ + { \ + /* here we know that d0d1<=0.0 */ \ + A=VV1; B=(VV0-VV1)*D1; C=(VV2-VV1)*D1; X0=D1-D0; X1=D1-D2; \ + } \ + else if(D1*D2>0.0f || D0!=0.0f) \ + { \ + /* here we know that d0d1<=0.0 or that D0!=0.0 */ \ + A=VV0; B=(VV1-VV0)*D0; C=(VV2-VV0)*D0; X0=D0-D1; X1=D0-D2; \ + } \ + else if(D1!=0.0f) \ + { \ + A=VV1; B=(VV0-VV1)*D1; C=(VV2-VV1)*D1; X0=D1-D0; X1=D1-D2; \ + } \ + else if(D2!=0.0f) \ + { \ + A=VV2; B=(VV0-VV2)*D2; C=(VV1-VV2)*D2; X0=D2-D0; X1=D2-D1; \ + } \ + else \ + { \ + /* triangles are coplanar */ \ + return coplanar_tri_tri_OG(N1,V0,V1,V2,U0,U1,U2); \ + } \ +} + + + +int NoDivTriTriIsect(float V0[3],float V1[3],float V2[3], + float U0[3],float U1[3],float U2[3]) +{ + float E1[3],E2[3]; + float N1[3],N2[3],d1,d2; + float du0,du1,du2,dv0,dv1,dv2; + float D[3]; + float isect1[2], isect2[2]; + float du0du1,du0du2,dv0dv1,dv0dv2; + short index; + float vp0,vp1,vp2; + float up0,up1,up2; + float bb,cc,max; + float a,b,c,x0,x1; + float d,e,f,y0,y1; + float xx,yy,xxyy,tmp; + + /* compute plane equation of triangle(V0,V1,V2) */ + SUB(E1,V1,V0); + SUB(E2,V2,V0); + CROSS(N1,E1,E2); + d1=-DOT(N1,V0); + /* plane equation 1: N1.X+d1=0 */ + + /* put U0,U1,U2 into plane equation 1 to compute signed distances to the plane*/ + du0=DOT(N1,U0)+d1; + du1=DOT(N1,U1)+d1; + du2=DOT(N1,U2)+d1; + + /* coplanarity robustness check */ +#if USE_EPSILON_TEST==TRUE + if(fabsf(du0)<EPSILON) du0=0.0f; + if(fabsf(du1)<EPSILON) du1=0.0f; + if(fabsf(du2)<EPSILON) du2=0.0f; +#endif + du0du1=du0*du1; + du0du2=du0*du2; + + if(du0du1>0.0f && du0du2>0.0f) /* same sign on all of them + not equal 0 ? */ + return 0; /* no intersection occurs */ + + /* compute plane of triangle (U0,U1,U2) */ + SUB(E1,U1,U0); + SUB(E2,U2,U0); + CROSS(N2,E1,E2); + d2=-DOT(N2,U0); + /* plane equation 2: N2.X+d2=0 */ + + /* put V0,V1,V2 into plane equation 2 */ + dv0=DOT(N2,V0)+d2; + dv1=DOT(N2,V1)+d2; + dv2=DOT(N2,V2)+d2; + +#if USE_EPSILON_TEST==TRUE + if(fabsf(dv0)<EPSILON) dv0=0.0f; + if(fabsf(dv1)<EPSILON) dv1=0.0f; + if(fabsf(dv2)<EPSILON) dv2=0.0f; +#endif + + dv0dv1=dv0*dv1; + dv0dv2=dv0*dv2; + + if(dv0dv1>0.0f && dv0dv2>0.0f) /* same sign on all of them + not equal 0 ? */ + return 0; /* no intersection occurs */ + + /* compute direction of intersection line */ + CROSS(D,N1,N2); + + /* compute and index to the largest component of D */ + max=(float)fabsf(D[0]); + index=0; + bb=(float)fabsf(D[1]); + cc=(float)fabsf(D[2]); + if(bb>max) max=bb,index=1; + if(cc>max) max=cc,index=2; + + /* this is the simplified projection onto L*/ + vp0=V0[index]; + vp1=V1[index]; + vp2=V2[index]; + + up0=U0[index]; + up1=U1[index]; + up2=U2[index]; + + /* compute interval for triangle 1 */ + NEWCOMPUTE_INTERVALS(vp0,vp1,vp2,dv0,dv1,dv2,dv0dv1,dv0dv2,a,b,c,x0,x1); + + /* compute interval for triangle 2 */ + NEWCOMPUTE_INTERVALS(up0,up1,up2,du0,du1,du2,du0du1,du0du2,d,e,f,y0,y1); + + xx=x0*x1; + yy=y0*y1; + xxyy=xx*yy; + + tmp=a*xxyy; + isect1[0]=tmp+b*x1*yy; + isect1[1]=tmp+c*x0*yy; + + tmp=d*xxyy; + isect2[0]=tmp+e*xx*y1; + isect2[1]=tmp+f*xx*y0; + + sort(isect1[0],isect1[1]); + sort(isect2[0],isect2[1]); + + if(isect1[1]<isect2[0] || isect2[1]<isect1[0]) return 0; + return 1; +} + +/* sort so that a<=b */ +/*#define SORT2(a,b,smallest) \ + if(a>b) \ + { \ + float c; \ + c=a; \ + a=b; \ + b=c; \ + smallest=1; \ + } \ + else smallest=0;*/ +void sort2(float& a, float& b, int& smallest) { + if (a > b) { + float c = a; + a = b; + b = c; + smallest = 1; + } + else smallest = 0; +} + + +inline void isect2(float VTX0[3],float VTX1[3],float VTX2[3],float VV0,float VV1,float VV2, + float D0,float D1,float D2,float *isect0,float *isect1,float isectpoint0[3],float isectpoint1[3]) +{ + float tmp=D0/(D0-D1); + float diff[3]; + *isect0=VV0+(VV1-VV0)*tmp; + SUB(diff,VTX1,VTX0); + MULT(diff,diff,tmp); + ADD(isectpoint0,diff,VTX0); + tmp=D0/(D0-D2); + *isect1=VV0+(VV2-VV0)*tmp; + SUB(diff,VTX2,VTX0); + MULT(diff,diff,tmp); + ADD(isectpoint1,VTX0,diff); +} + + +#if 0 +#define ISECT2(VTX0,VTX1,VTX2,VV0,VV1,VV2,D0,D1,D2,isect0,isect1,isectpoint0,isectpoint1) \ + tmp=D0/(D0-D1); \ + isect0=VV0+(VV1-VV0)*tmp; \ + SUB(diff,VTX1,VTX0); \ + MULT(diff,diff,tmp); \ + ADD(isectpoint0,diff,VTX0); \ + tmp=D0/(D0-D2); +/* isect1=VV0+(VV2-VV0)*tmp; \ */ +/* SUB(diff,VTX2,VTX0); \ */ +/* MULT(diff,diff,tmp); \ */ +/* ADD(isectpoint1,VTX0,diff); */ +#endif + +inline int compute_intervals_isectline(float VERT0[3],float VERT1[3],float VERT2[3], + float VV0,float VV1,float VV2,float D0,float D1,float D2, + float D0D1,float D0D2,float *isect0,float *isect1, + float isectpoint0[3],float isectpoint1[3]) +{ + if(D0D1>0.0f) + { + /* here we know that D0D2<=0.0 */ + /* that is D0, D1 are on the same side, D2 on the other or on the plane */ + isect2(VERT2,VERT0,VERT1,VV2,VV0,VV1,D2,D0,D1,isect0,isect1,isectpoint0,isectpoint1); + } + else if(D0D2>0.0f) + { + /* here we know that d0d1<=0.0 */ + isect2(VERT1,VERT0,VERT2,VV1,VV0,VV2,D1,D0,D2,isect0,isect1,isectpoint0,isectpoint1); + } + else if(D1*D2>0.0f || D0!=0.0f) + { + /* here we know that d0d1<=0.0 or that D0!=0.0 */ + isect2(VERT0,VERT1,VERT2,VV0,VV1,VV2,D0,D1,D2,isect0,isect1,isectpoint0,isectpoint1); + } + else if(D1!=0.0f) + { + isect2(VERT1,VERT0,VERT2,VV1,VV0,VV2,D1,D0,D2,isect0,isect1,isectpoint0,isectpoint1); + } + else if(D2!=0.0f) + { + isect2(VERT2,VERT0,VERT1,VV2,VV0,VV1,D2,D0,D1,isect0,isect1,isectpoint0,isectpoint1); + } + else + { + /* triangles are coplanar */ + return 1; + } + return 0; +} + +#define COMPUTE_INTERVALS_ISECTLINE(VERT0,VERT1,VERT2,VV0,VV1,VV2,D0,D1,D2,D0D1,D0D2,isect0,isect1,isectpoint0,isectpoint1) \ + if(D0D1>0.0f) \ + { \ + /* here we know that D0D2<=0.0 */ \ + /* that is D0, D1 are on the same side, D2 on the other or on the plane */ \ + isect2(VERT2,VERT0,VERT1,VV2,VV0,VV1,D2,D0,D1,&isect0,&isect1,isectpoint0,isectpoint1); \ + } +#if 0 + else if(D0D2>0.0f) \ + { \ + /* here we know that d0d1<=0.0 */ \ + isect2(VERT1,VERT0,VERT2,VV1,VV0,VV2,D1,D0,D2,&isect0,&isect1,isectpoint0,isectpoint1); \ + } \ + else if(D1*D2>0.0f || D0!=0.0f) \ + { \ + /* here we know that d0d1<=0.0 or that D0!=0.0 */ \ + isect2(VERT0,VERT1,VERT2,VV0,VV1,VV2,D0,D1,D2,&isect0,&isect1,isectpoint0,isectpoint1); \ + } \ + else if(D1!=0.0f) \ + { \ + isect2(VERT1,VERT0,VERT2,VV1,VV0,VV2,D1,D0,D2,&isect0,&isect1,isectpoint0,isectpoint1); \ + } \ + else if(D2!=0.0f) \ + { \ + isect2(VERT2,VERT0,VERT1,VV2,VV0,VV1,D2,D0,D1,&isect0,&isect1,isectpoint0,isectpoint1); \ + } \ + else \ + { \ + /* triangles are coplanar */ \ + coplanar=1; \ + return coplanar_tri_tri_OG(N1,V0,V1,V2,U0,U1,U2); \ + } +#endif + +// int coplanar_tri_tri_OG(float N[3],float V0[3],float V1[3],float V2[3], +// float U0[3],float U1[3],float U2[3]) +//{ +// float A[3]; +// short i0,i1; +// /* first project onto an axis-aligned plane, that maximizes the area */ +// /* of the triangles, compute indices: i0,i1. */ +// A[0]=fabsf(N[0]); +// A[1]=fabsf(N[1]); +// A[2]=fabsf(N[2]); +// if(A[0]>A[1]) +// { +// if(A[0]>A[2]) +// { +// i0=1; /* A[0] is greatest */ +// i1=2; +// } +// else +// { +// i0=0; /* A[2] is greatest */ +// i1=1; +// } +// } +// else /* A[0]<=A[1] */ +// { +// if(A[2]>A[1]) +// { +// i0=0; /* A[2] is greatest */ +// i1=1; +// } +// else +// { +// i0=0; /* A[1] is greatest */ +// i1=2; +// } +// } +// +// /* test all edges of triangle 1 against the edges of triangle 2 */ +// EDGE_AGAINST_TRI_EDGES(V0,V1,U0,U1,U2); +// EDGE_AGAINST_TRI_EDGES(V1,V2,U0,U1,U2); +// EDGE_AGAINST_TRI_EDGES(V2,V0,U0,U1,U2); +// +// /* finally, test if tri1 is totally contained in tri2 or vice versa */ +// POINT_IN_TRI(V0,U0,U1,U2); +// POINT_IN_TRI(U0,V0,V1,V2); +// +// return 0; +//} + +int tri_tri_intersect_with_isectline(float V0[3],float V1[3],float V2[3], + float U0[3],float U1[3],float U2[3],int *coplanar, + float *isectpt1,float *isectpt2) +{ + float E1[3],E2[3]; + float N1[3],N2[3],d1,d2; + float du0,du1,du2,dv0,dv1,dv2; + float D[3]; + float isect1[2] = {0.0f,0.0f}, isect2[2] = {0.0f,0.0f}; + float isectpointA1[3],isectpointA2[3]; + float isectpointB1[3] = {0.0f,0.0f,0.0f},isectpointB2[3] = {0.0f,0.0f,0.0f}; + float du0du1,du0du2,dv0dv1,dv0dv2; + short index; + float vp0,vp1,vp2; + float up0,up1,up2; + float b,c,max; + //float tmp,diff[3]; + int smallest1,smallest2; + + /* compute plane equation of triangle(V0,V1,V2) */ + SUB(E1,V1,V0); + SUB(E2,V2,V0); + CROSS(N1,E1,E2); + d1=-DOT(N1,V0); + /* plane equation 1: N1.X+d1=0 */ + + /* put U0,U1,U2 into plane equation 1 to compute signed distances to the plane*/ + du0=DOT(N1,U0)+d1; + du1=DOT(N1,U1)+d1; + du2=DOT(N1,U2)+d1; + + /* coplanarity robustness check */ +#if USE_EPSILON_TEST==TRUE + if(fabsf(du0)<EPSILON) du0=0.0f; + if(fabsf(du1)<EPSILON) du1=0.0f; + if(fabsf(du2)<EPSILON) du2=0.0f; +#endif + du0du1=du0*du1; + du0du2=du0*du2; + + if(du0du1>0.0f && du0du2>0.0f) /* same sign on all of them + not equal 0 ? */ + return 0; /* no intersection occurs */ + + /* compute plane of triangle (U0,U1,U2) */ + SUB(E1,U1,U0); + SUB(E2,U2,U0); + CROSS(N2,E1,E2); + d2=-DOT(N2,U0); + /* plane equation 2: N2.X+d2=0 */ + + /* put V0,V1,V2 into plane equation 2 */ + dv0=DOT(N2,V0)+d2; + dv1=DOT(N2,V1)+d2; + dv2=DOT(N2,V2)+d2; + +#if USE_EPSILON_TEST==TRUE + if(fabsf(dv0)<EPSILON) dv0=0.0f; + if(fabsf(dv1)<EPSILON) dv1=0.0f; + if(fabsf(dv2)<EPSILON) dv2=0.0f; +#endif + + dv0dv1=dv0*dv1; + dv0dv2=dv0*dv2; + + if(dv0dv1>0.0f && dv0dv2>0.0f) /* same sign on all of them + not equal 0 ? */ + return 0; /* no intersection occurs */ + + /* compute direction of intersection line */ + CROSS(D,N1,N2); + + /* compute and index to the largest component of D */ + max=fabsf(D[0]); + index=0; + b=fabsf(D[1]); + c=fabsf(D[2]); + if(b>max) max=b,index=1; + if(c>max) max=c,index=2; + + /* this is the simplified projection onto L*/ + vp0=V0[index]; + vp1=V1[index]; + vp2=V2[index]; + + up0=U0[index]; + up1=U1[index]; + up2=U2[index]; + + /* compute interval for triangle 1 */ + *coplanar=compute_intervals_isectline(V0,V1,V2,vp0,vp1,vp2,dv0,dv1,dv2, + dv0dv1,dv0dv2,&isect1[0],&isect1[1],isectpointA1,isectpointA2); + if(*coplanar) return coplanar_tri_tri_OG(N1,V0,V1,V2,U0,U1,U2); + + + /* compute interval for triangle 2 */ + compute_intervals_isectline(U0,U1,U2,up0,up1,up2,du0,du1,du2, + du0du1,du0du2,&isect2[0],&isect2[1],isectpointB1,isectpointB2); + + sort2(isect1[0],isect1[1],smallest1); + sort2(isect2[0],isect2[1],smallest2); + + if(isect1[1]<isect2[0] || isect2[1]<isect1[0]) return 0; + + /* at this point, we know that the triangles intersect */ + + if(isect2[0]<isect1[0]) + { + if(smallest1==0) { SET(isectpt1,isectpointA1); } + else { SET(isectpt1,isectpointA2); } + + if(isect2[1]<isect1[1]) + { + if(smallest2==0) { SET(isectpt2,isectpointB2); } + else { SET(isectpt2,isectpointB1); } + } + else + { + if(smallest1==0) { SET(isectpt2,isectpointA2); } + else { SET(isectpt2,isectpointA1); } + } + } + else + { + if(smallest2==0) { SET(isectpt1,isectpointB1); } + else { SET(isectpt1,isectpointB2); } + + if(isect2[1]>isect1[1]) + { + if(smallest1==0) { SET(isectpt2,isectpointA2); } + else { SET(isectpt2,isectpointA1); } + } + else + { + if(smallest2==0) { SET(isectpt2,isectpointB2); } + else { SET(isectpt2,isectpointB1); } + } + } + return 1; +} + +bool PointInTriangle(vec3 &point, vec3 *tri_point[3]) +{ + if((((tri_point[1]->z() - tri_point[0]->z()) * (tri_point[0]->x() - point.x()) - + (tri_point[1]->x() - tri_point[0]->x()) * (tri_point[0]->z() - point.z()))<0) && + (((tri_point[2]->z() - tri_point[1]->z()) * (tri_point[1]->x() - point.x()) - + (tri_point[2]->x() - tri_point[1]->x()) * (tri_point[1]->z() - point.z()))<0) && + (((tri_point[0]->z() - tri_point[2]->z()) * (tri_point[2]->x() - point.x()) - + (tri_point[0]->x() - tri_point[2]->x()) * (tri_point[2]->z() - point.z()))<0)) + { + return true; + } + + return false; +} + +// Check for intersection between segments p1-p2 and p3-p4 +// Based on http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/ +bool LineIntersection2D(const vec3 &p1, const vec3 &p2, const vec3 &p3, const vec3 &p4) +{ + float denom = (p4.z() - p3.z())*(p2.x() - p1.x()) - (p4.x() - p3.x())*(p2.z() - p1.z()); + float ua = ((p4.x() - p3.x())*(p1.z() - p3.z()) - (p4.z() - p3.z())*(p1.x() - p3.x())) / denom; + float ub = ((p2.x() - p1.x())*(p1.z() - p3.z()) - (p2.z() - p1.z())*(p1.x() - p3.x())) / denom; + + if( ua>=0 && ua<=1 && ub>=0 && ub<=1 ) + return true; + return false; +} + +bool LineSquareIntersection2D(vec3 &min, vec3 &max, vec3 &start, vec3 &end) +{ + // Discard lines that are entirely on one side of a box plane + if(start.x() < min.x() && end.x() < min.x())return false; + if(start.z() < min.z() && end.z() < min.z())return false; + if(start.x() > max.x() && end.x() > max.x())return false; + if(start.z() > max.z() && end.z() > max.z())return false; + + // Check planes + if((start.x() > max.x()) != (end.x() > max.x())) + if(LineIntersection2D(vec3(max.x(),0,min.z()), vec3(max.x(),0,max.z()), start, end)) + return true; + if((start.x() > min.x()) != (end.x() > min.x())) + if(LineIntersection2D(vec3(min.x(),0,min.z()), vec3(min.x(),0,max.z()), start, end)) + return true; + if((start.z() > max.z()) != (end.z() > max.z())) + if(LineIntersection2D(vec3(min.x(),0,max.z()), vec3(max.x(),0,max.z()), start, end)) + return true; + if((start.z() > min.z()) != (end.z() > min.z())) + if(LineIntersection2D(vec3(min.x(),0,min.z()), vec3(max.x(),0,min.z()), start, end)) + return true; + + return false; +} + +bool TriangleSquareIntersection2D(vec3 &min, vec3 &max, vec3 *tri_point[3]) +{ + // Discard triangles that are entirely on one side of a box plane + if(tri_point[0]->x() < min.x() && tri_point[1]->x() < min.x() && tri_point[2]->x() < min.x())return false; + if(tri_point[0]->z() < min.z() && tri_point[1]->z() < min.z() && tri_point[2]->z() < min.z())return false; + if(tri_point[0]->x() > max.x() && tri_point[1]->x() > max.x() && tri_point[2]->x() > max.x())return false; + if(tri_point[0]->z() > max.z() && tri_point[1]->z() > max.z() && tri_point[2]->z() > max.z())return false; + + // Accept all triangles that have a vertex in the square + for (int i = 0; i<3; i++){ + if(tri_point[i]->x() < max.x() && tri_point[i]->z() < max.z() && + tri_point[i]->x() > min.x() && tri_point[i]->z() > min.z()){ + return true; + } + } + + // Accept all triangles that completely enclose the square + if(PointInTriangle(min, tri_point)){ + return true; + } + + // If we are still here, check line-square collisions + if(LineSquareIntersection2D(min, max, *tri_point[0], *tri_point[1])) return true; + if(LineSquareIntersection2D(min, max, *tri_point[1], *tri_point[2])) return true; + if(LineSquareIntersection2D(min, max, *tri_point[0], *tri_point[2])) return true; + + return false; +} + +Collision::Collision() : hit(false), hit_what(NULL), hit_how(-1) { + +} |