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326 lines (288 loc) · 8.6 KB
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#include "triangle.hpp"
#include <cmath>
#include <algorithm>
#include <limits>
#include <stdexcept>
static constexpr double square(double x)
{
return x*x;
}
static inline double segment_dist_sq(double x, double y, double x0, double y0,
double x1, double y1, double& nearestDeltaX, double& nearestDeltaY)
{
const double deltaX0 = x - x0;
const double deltaY0 = y - y0;
const double deltaX01 = x1 - x0;
const double deltaY01 = y1 - y0;
const double lenSq = deltaX01*deltaX01 + deltaY01*deltaY01;
const double t = std::max(0., std::min(1., (deltaX0*deltaX01 + deltaY0*
deltaY01)/lenSq));
nearestDeltaX = deltaX0 - t*deltaX01;
nearestDeltaY = deltaY0 - t*deltaY01;
return square(nearestDeltaX) + square(nearestDeltaY);
}
static inline void cross(double x0, double y0, double z0, double x1, double y1,
double z1, double& xc, double& yc, double& zc)
{
xc = y0*z1 - z0*y1;
yc = z0*x1 - x0*z1;
zc = x0*y1 - y0*x1;
}
static inline void normalize(double& x, double& y, double& z)
{
const double invNorm = 1./std::sqrt(x*x + y*y + z*z);
x *= invNorm;
y *= invNorm;
z *= invNorm;
}
static inline bool approx(double a, double b)
{
return std::abs(a - b) < 1e-6;
}
paz::Triangle::Triangle(double x0, double y0, double z0, double x1, double y1,
double z1, double x2, double y2, double z2) : _x0(x0), _y0(y0), _z0(z0),
_degenerate((approx(_x0, x1) && approx(_y0, y1) && approx(_z0, z1)) ||
(approx(_x0, x2) && approx(_y0, y2) && approx(_z0, z2)) || (approx(x1, x2)
&& approx(y1, y2) && approx(z1, z2))), _centroidX((_x0 + x1 + x2)/3.),
_centroidY((_y0 + y1 + y2)/3.), _centroidZ((_z0 + z1 + z2)/3.)
{
x1 -= _x0;
y1 -= _y0;
z1 -= _z0;
x2 -= _x0;
y2 -= _y0;
z2 -= _z0;
// Guarantees `x1t = y1t = x2t = 0`, `z1t > 0`, `y2t > 0`.
_basisZX = x1;
_basisZY = y1;
_basisZZ = z1;
normalize(_basisZX, _basisZY, _basisZZ);
cross(x2, y2, z2, _basisZX, _basisZY, _basisZZ, _basisXX, _basisXY,
_basisXZ);
normalize(_basisXX, _basisXY, _basisXZ);
cross(_basisZX, _basisZY, _basisZZ, _basisXX, _basisXY, _basisXZ, _basisYX,
_basisYY, _basisYZ);
normalize(_basisYX, _basisYY, _basisYZ);
_z1t = _basisZX*x1 + _basisZY*y1 + _basisZZ*z1;
_y2t = _basisYX*x2 + _basisYY*y2 + _basisYZ*z2;
_z2t = _basisZX*x2 + _basisZY*y2 + _basisZZ*z2;
_radius = square(_x0 - _centroidX) + square(_y0 - _centroidY) + square(_z0 -
_centroidZ);
_radius = std::min(_radius, square(x1 - _centroidX) + square(y1 -
_centroidY) + square(z1 - _centroidZ));
_radius = std::min(_radius, square(x2 - _centroidX) + square(y2 -
_centroidY) + square(z2 - _centroidZ));
_radius = std::sqrt(_radius);
}
double paz::Triangle::distTransformed(double xt, double yt, double zt, double&
deltaYt, double& deltaZt) const
{
// The triangle is degenerate.
if(_degenerate)
{
return std::numeric_limits<double>::infinity(); //TEMP
}
const double absXt = std::abs(xt);
// Check bottom edge.
if(yt < 0.)
{
return std::sqrt(segment_dist_sq(yt, zt, 0., 0., 0., _z1t, deltaYt,
deltaZt) + xt*xt);
}
// Check interior.
const double slopeLeft = _y2t/_z2t;
const double yLeft = slopeLeft*zt;
if(approx(_z2t, _z1t))
{
if(zt < _z1t && yt < yLeft)
{
return absXt;
}
}
else
{
const double slopeRight = _y2t/(_z2t - _z1t);
const double yRight = slopeRight*(zt - _z1t);
if(!_z2t)
{
if(zt > 0. && yt < yRight)
{
return absXt;
}
}
if(slopeLeft < 0.)
{
if(yt > yLeft && yt < yRight)
{
return absXt;
}
}
if(slopeRight > 0.)
{
if(yt < yLeft && yt > yRight)
{
return absXt;
}
}
if(slopeLeft > 0. && slopeRight < 0.)
{
if(yt < yLeft && yt < yRight)
{
return absXt;
}
}
}
// Check remaining edges.
double dyzSq = segment_dist_sq(yt, zt, 0., 0., _y2t, _z2t, deltaYt,
deltaZt);
double deltaYtNew;
double deltaZtNew;
const double dyzSqNew = segment_dist_sq(yt, zt, 0., _z1t, _y2t, _z2t,
deltaYtNew, deltaZtNew);
if(dyzSqNew < dyzSq)
{
dyzSq = dyzSqNew;
deltaYt = deltaYtNew;
deltaZt = deltaZtNew;
}
return std::sqrt(dyzSq + xt*xt);
}
void paz::Triangle::collideSphere(double x, double y, double z, double radius,
double& nx, double& ny, double& nz, double& d) const
{
d = std::numeric_limits<double>::infinity();
nx = 0.;
ny = 0.;
nz = 0.;
// The triangle is degenerate.
if(_degenerate)
{
return; //TEMP
}
// The sphere is too far from the triangle
if(square(x - _centroidX) + square(y - _centroidY) + square(z - _centroidZ)
> square(_radius + radius))
{
return;
}
x -= _x0;
y -= _y0;
z -= _z0;
const double xt = _basisXX*x + _basisXY*y + _basisXZ*z;
// The sphere is behind the triangle.
if(xt > 0.)
{
return;
}
const double yt = _basisYX*x + _basisYY*y + _basisYZ*z;
const double zt = _basisZX*x + _basisZY*y + _basisZZ*z;
// Find distance from the triangle.
double nearestXt = xt;
double nearestYt = 0.;
double nearestZt = 0.;
d = distTransformed(xt, yt, zt, nearestYt, nearestZt);
// The sphere is not touching the triangle.
if(d > radius)
{
return;
}
double norm = std::sqrt(square(xt) + square(nearestYt) + square(nearestZt));
if(nearestXt > 0.)
{
norm = -norm;
}
const double dirX = nearestXt/norm;
const double dirY = nearestYt/norm;
const double dirZ = nearestZt/norm;
nx = _basisXX*dirX + _basisYX*dirY + _basisZX*dirZ;
ny = _basisXY*dirX + _basisYY*dirY + _basisZY*dirZ;
nz = _basisXZ*dirX + _basisYZ*dirY + _basisZZ*dirZ;
}
void paz::Triangle::collideCapsule(double x, double y, double z, double radius,
double xLen, double yLen, double zLen, double& nx, double& ny, double& nz,
double& d) const
{
d = std::numeric_limits<double>::infinity();
nx = 0.;
ny = 0.;
nz = 0.;
for(std::size_t i = 0; i < 10; ++i) //TEMP
{
const double fac = static_cast<double>(i)/(10 - 1);
const double curX = x + fac*xLen;
const double curY = y + fac*yLen;
const double curZ = z + fac*zLen;
double curNX, curNY, curNZ, curD;
collideSphere(curX, curY, curZ, radius, curNX, curNY, curNZ, curD);
if(curD < d)
{
d = curD;
nx = curNX;
ny = curNY;
nz = curNZ;
}
}
}
double paz::Triangle::castRay(double x, double y, double z, double xDir, double
yDir, double zDir) const
{
// The triangle is degenerate.
if(_degenerate)
{
return std::numeric_limits<double>::infinity();
}
// Ray is parallel to or points away from triangle.
const double rayDotNor = -xDir*_basisXX - yDir*_basisXY - zDir*_basisXZ;
if(rayDotNor >= 0.)
{
return std::numeric_limits<double>::infinity();
}
// Point is behind triangle.
x -= _x0;
y -= _y0;
z -= _z0;
const double posDotNor = -x*_basisXX - y*_basisXY - z*_basisXZ;
if(posDotNor < 0.)
{
return std::numeric_limits<double>::infinity();
}
// Compute ray-plane intersection.
const double dist = -posDotNor/rayDotNor;
const double xp = x + dist*xDir;
const double yp = y + dist*yDir;
const double zp = z + dist*zDir;
// Finally, check if the intersection is inside of the triangle.
const double ypt = _basisYX*xp + _basisYY*yp + _basisYZ*zp;
const double zpt = _basisZX*xp + _basisZY*yp + _basisZZ*zp;
// Check y limits.
if(ypt < 0. || ypt > _y2t)
{
return std::numeric_limits<double>::infinity();
}
// Check interior.
const double slopeLeft = _z2t/_y2t;
const double zLeft = slopeLeft*ypt;
const double slopeRight = (_z2t - _z1t)/_y2t;
const double zRight = _z1t + slopeRight*ypt;
if(zpt < zLeft || zpt > zRight)
{
return std::numeric_limits<double>::infinity();
}
return dist;
}
void paz::Triangle::getNormal(double& xNor, double& yNor, double& zNor) const
{
xNor = -_basisXX;
yNor = -_basisXY;
zNor = -_basisXZ;
}
void paz::Triangle::getCentroid(double& x, double& y, double& z) const
{
x = _centroidX;
y = _centroidY;
z = _centroidZ;
}
double paz::Triangle::radius() const
{
return _radius;
}